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Size & Type (subtype):Large Outsider (Air, Chaotic, Good)Hit Dice:7d8+14 (45)
Initiative:   +8 (+4 Dex, +4 Improved Initiative)   Speed:   20 ft., fly 60 ft. (perfect)  
Armor Class:   16 (-1 size, +4 Dex, +3 natural)   Attacks:   Slam +10/+5 melee  
Damage:   Slam 1d8+6   Face and Reach:   5 ft. by 5 ft./10 ft.  
Special Attacks:   Spell-like abilities, air mastery, whirlwind   Special Qualities:   Plane shift, telepathy, acid immunity  
Saving Throws  Fortitude: 7  
Reflex: 9  
Will: 7  
Abilities:   Str: 18
Dex: 19
Con: 14
Int: 14
Wis: 15
Cha: 15
Skills:   Appraise +9, Concentration +9, Craft (any one) +11, Escape Artist +11, Knowledge (any one) +9, Listen +9, Move Silently +9, Sense Motive +9, Spellcraft +9, Spot +9   Feats:   Combat Casting, Combat Reflexes, Dodge, Improved Initiative  
Climate and Terrain:   Any land   Climate:   cold,temperate,warm  
Terrain:   desert,forest,hill,marsh,mountains,plains   Organization:   Solitary, company (2-4), or band (6-15)  
Challenge Rating:   5   Challenge Rating Value:   5  
Treasure:   Standard   Alignment:   Always chaotic good  
Advancement:   8-10 HD (Large); 11-21 (Huge)  


Djinn speak Auran, Celestial, Common, and Ignan.


Air Mastery (Ex): Airborne creatures suffer a -1 circumstance penalty to attack and damage rolls against a djinni.

Whirlwind (Su): The djinni can transform itself into a whirlwind once every 10 minutes and remain in that form for up to 7 rounds. In this form, it can move through the air or along a surface at its fly speed. The whirlwind is 5 feet wide at the base, up to 30 feet wide at the top and up to 50 feet tall. The djinni controls the exact height, but it must be at least 10 feet. Medium-size or smaller creatures might take damage when caught in the whirlwind and be lifted into the air. An affected creature must succeed at a Reflex save (DC 20) when it comes into contact with the whirlwind or take 3d6 points of damage. It must also succeed at a second Reflex save or be picked up bodily and held suspended in the powerful winds, automatically taking 1d8 points of damage each round. A creature that can fly is allowed a Reflex save (DC 20) each round to escape the whirlwind. The creature still takes damage but can leave if the save is successful. The djinni can eject any carried creatures whenever it wishes, depositing them wherever the whirlwind happens to be.
If the whirlwind's base touches the ground, it creates a swirling cloud of debris. This cloud is centered on the djinni and has a diameter equal to half the whirlwind's height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have one-half concealment, while those farther away have total concealment. Those caught in the cloud must succeed at a Concentration check (DC 20) to cast a spell.

Spell-Like Abilities: 1/round-invisibility (self only); 1/day-create food and water, create wine (as create water, but wine instead), major creation (created vegetable matter is permanent), persistent image, and wind walk. These abilities are as the spells cast by a 20th-level sorcerer (save DC 12 + spell level). Once per day, a djinni can assume gaseous form (as the spell) for up to 1 hour.

Plane Shift (Sp): A genie can enter any of the elemental planes, the Astral Plane, or the Material Plane. This ability transports the genie and up to six other creatures, provided they all link hands with the genie. It is otherwise similar to the spell of the same name.

Telepathy (Su): A genie can communicate telepathically with any creature within 100 feet that has a language.


Interface by Rodrigo Flores - 2003-2013Database by John H. Kim - 2002