|Size & Type (subtype):||Large Outsider (Air, Chaotic, Good)||Hit Dice:||10d8+20 (65)|
|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 +12/+7 melee |
|Damage: ||Slam 1d8+8 ||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 |
|Abilities: ||Str: 23|
|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 |
|Challenge Rating: ||5 ||Challenge Rating Value: ||5 |
|Treasure: ||Standard ||Alignment: ||Always chaotic good |
|Advancement: ||11-21 (Huge) |
Some djinn (1% of the total population) are "noble"
and can grant three wishes to any being (nongenies only) who
captures them. Noble djinn perform no other services and, upon
granting the third wish, are free of their servitude. Noble djinn
are as strong as efreet (see below), with 10 HD.
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.