Genie, Djinn

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Large Fey (air, chaotic, good)
Hit Dice: 7d6+7 (28 hp)
Initiative: +14 (+10 DEX, +4 improved)
Speed: 20', fly 90' (perfect)
Armor Class: 22 (-1 size, +10 DEX, +3 natural
Base Attack/Grapple: 0
Attack: 0
Full Attack: Longbow +13 ranged
Space/Reach: 5' by 5'/10'
Special Attacks: Spell-like abilities, air mastery, whirlwind0
Special Qualities: Telepathy, acid immunity0
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.0
Feats: Combat casting, combat reflexes, flyby attack, improved initiative.0
 
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.0CombatDjinn 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.0Habitat/SocietyAs per usual.0EcologyAs per usual.0
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