id | 327 |
---|---|
Name | Genie:Djinni |
SizeAndType | Large Outsider (Air, Chaotic, Good) |
HitDice | 7d8+14 (45) |
Initiative | +8 (+4 Dex, +4 Improved Initiative) |
Speed | 20 ft., fly 60 ft. (perfect) |
ArmorClass | 16 (-1 size, +4 Dex, +3 natural) |
Attacks | Slam +10/+5 melee |
Damage | Slam 1d8+6 |
FaceAndReach | 5 ft. by 5 ft./10 ft. |
SpecialAttacks | Spell-like abilities, air mastery, whirlwind |
SpecialQualities | Plane shift, telepathy, acid immunity |
Saves_Fort | 7 |
Saves_Ref | 9 |
Saves_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 |
ClimateAndTerrain | Any land |
Organization | Solitary, company (2-4), or band (6-15) |
ChallengeRating_Value | 5 |
Treasure | Standard |
Alignment | Always chaotic good |
Advancement | 8-10 HD (Large); 11-21 (Huge) |
Description |
Djinn speak Auran, Celestial, Common, and Ignan. Combat 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.
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. |