Library / Bestiary

Genie, Djinni

CR 5.00 Outsider CG Large
This creature stands nearly twice as tall as a human, although its lower torso trails away into a vortex of mist and wind.

The djinn (singular djinni) are genies from the Plane of Air. They are said to be made of the stuff of clouds, with the strength of the mightiest storms. A djinni is about 10 feet tall and weighs about 1,000 pounds.

Djinn disdain physical combat, preferring to use their magical powers and aerial abilities against foes. A djinni overmatched in combat usually takes flight and becomes a whirlwind to harass those who follow. When faced with no other option than melee combat, most djinn prefer to wield masterwork scimitars two-handed.

Among other genies, djinn get along well with jann and marids. They are frequently at odds with the shaitans, and are sworn enemies of the efreet, despising these fiery genies more than any other genie race. So legendary is the conflict between the efreet and the djinn that many spellcasters attempt (to varying degrees of success) to secure a djinni's servitude by promising to aid the cause against their hated enemies.

A small percentage of djinn are noble. Noble djinn, often called viziers, have 10 Hit Dice, Strength 23, and Charisma 17, and can grant three wishes to any being (nongenies only) who captures them. Djinn nobles are CR 8.

STR
18
DEX
19
CON
14
INT
14
WIS
15
CHA
15
HP
52 (7d10+14)
AC
19, touch 14, flat-footed 14 (+4 Dex, +1 dodge, +5 natural, -1 size)
Speed
20 ft., fly 60 ft. (perfect)
Init
+8
Melee
2 slams +10 (1d8+4) or mwk scimitar +11/+6 (1d8+4/18-20)
Space
10 ft.
Reach
10 ft.
BAB
+7
CMB
+12
CMD
27
Fort
+4
Ref
+9
Will
+7

Weapons: Martial, Simple

Air Mastery — Airborne creatures take a –1 penalty on attack and damage rolls against a djinni.

whirlwind (1/10 minutes, 10-50 ft. tall, 1d8+4 damage, DC 17)

Combat Casting from Feat

<p class="stat-block-1"> You get a +4 bonus on concentration checks made to cast a spell or use a spell-like ability when casting on the defensive or while grappled.</p>

Combat Reflexes from Feat

<p class="stat-block-1"> You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.</p>

Dodge from Feat

<p class="stat-block-1"> You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.</p>

<p class="stat-block-1"> You get a +4 bonus on initiative checks.</p>

Wind Stance from Feat

<p class="stat-block-1"> If you move more than 5 feet this turn, you gain 20% concealment for 1 round against ranged attacks.</p>

Appraise +12, Craft (any one) +12, Fly +20, Knowledge (planes) +12, Perception +12, Sense Motive +12, Spellcraft +12, Stealth +10

spell-like abilities:
At will—Invisibility, At will—Plane Shift, 1/day—Create Food And Water, 1/day—Create Water, 1/day—Gaseous Form, 1/day—Major Creation, 1/day—Persistent Image, 1/day—Wind Walk
Details
Type
Outsider
Alignment
CG
Size
Large
Environment
any (Plane of Air)
Organization
solitary, pair, company (3-6), or band (7-10)
Treasure
standard (masterwork scimitar, other gear)
Senses
darkvision 60 ft.; Perception +12
Languages
Aquan, Auran, Common, Ignan, Terran; telepathy 100 ft.
Source
Bestiary
Sources Used in This Record
13 House/Core
  • Uses feat: Combat Casting (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Combat Reflexes (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Dodge (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Improved Initiative (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Wind Stance (Feat)
    House/Core — covered by the site's Section 15.
  • Knows spell: Invisibility (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Plane Shift (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Create Food And Water (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Create Water (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Gaseous Form (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Major Creation (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Persistent Image (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Wind Walk (Spell)
    House/Core — covered by the site's Section 15.
OGL 1.0a Notice. Pathfinder-derived Open Game Content on this page is used under the Open Game License v1.0a and Section 15 notice.