Djinn

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Large Fey (air, chaotic, good)
Hit Dice: 7d6+7 (28 hp)
Initiative: +14 (+10 DEX, +4 improved)
Speed: 20
Armor Class: 22 (-1 size, +10 DEX, +3 natural
Base Attack/Grapple: 0
Attack: 0
Full Attack: Longbow +13 ranged
Space/Reach: 5
Special Attacks: Spell-like abilities, air mastery, whirlwind
Special Qualities: Telepathy, acid immunity
Saves: Fort +3 Ref +15Will +7
Abilities: Str 11, Dex 30, Con 13, Int 14, Wis 20, Cha 15
Skills: Appraise 21*, Concentration +24*, craft (weaving) +13, escape artist +25*, knowledge (any) +16*, listen +24*, move silently +23*, sense motive +24*, spellcraft +13, spot +24*.Like all genies, djinn recieve a +8 racial bonus to appraise, concentration, listen, move silently, sense motive & spot checks.Djinn recieve an additional racial +8 bonus to escape artist, knowledge, & move silently checks.
Feats: Combat casting, combat reflexes, flyby attack, improved initiative.
 
Environment: Any land
Organization: Solitary, company (1d4), or band (1d10+5
Challenge Rating: 5
Treasure: Standard
Alignment: Chaotic Good
Advancement: 8-10 HD (Large); 11-21 HD (Huge)
Level Adjustment: 0
The Djinn are the good genies from the Plane of Air, appearing 10 1/2 tall half elves with translucent white skin, weighing about 100 pounds. They speak Genie, Common and either Celestial, Draconic or Elven. I've decided that the rules for genies need some re-vamping, so here are the djinn. CombatDjinn disdain physical combat, and prefer to use their magical powers and aerial abilities. A djinni overmatched usually takes flight and becomes a whirlwind to harass those who follow.All genies can cast the following spell-like abilities at will: enlarge, reduce, alter self, polymorph self and plane shift.In addition, a djinni can use invisibility (self only), create food & water,create wine, major creation, persistent image, wind walk, gaseous form and wish.Habitat/SocietyAs per usual.0EcologyAs per usual.
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