Home » Djinn
Djinn
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 |