Djinni

Level 5
Creature· airUncommonLargeLegacy
AC
22
HP
71
Speed
25 ft.
Perception
+13
Fort
+9
Ref
+14
Will
+11
Immunities acid
Resistances mental 5, sonic 5
Languages common, sussuran
Senses darkvision
Skills acrobatics +14, diplomacy +13, stealth +12, arcana +11, athletics +11, deception +11, crafting +9, society +9
Other Speeds fly 40 ft.
Recall Knowledge DC 22 (nature)

Attacks

Melee Scimitar +15 (forceful, reach 10 ft., sweep), Damage 1d6+10 slashing
Melee Fist +16 (agile, finesse, magical, nonlethal, reach 10 ft., unarmed), Damage 1d4+10 bludgeoning
Melee Crashing Wind +15 (air, arcane), Damage 1d8+6 bludgeoning

Abilities

Constant Spellsinteraction
Whirlwind

20 feet. All squares in the djinni's aura are difficult terrain for Striding and Flying creatures. Creatures with the air trait are immune.

Hurricane Blast

Frequency Once per round.


Effect The djinni all creatures in its whirlwind pushes back 20 feet, or forces all creatures in the aura to move 20 feet clockwise or counterclockwise. Each creature must attempt a DC 21 fortitude save. On a success, it avoids being moved, and on a critical failure it falls Prone in addition to being moved. Creatures with the air trait are immune.

Benevolent genies from the Plane of Air, djinn value art, culture, knowledge, and trade. They also love new experiences, succulent dishes, and heady wines. Of all geniekind, they are most likely to approach humans and other mortals, interacting with them on friendly terms. Still, djinn are proud of their genie heritage and have a tendency to be patronizing toward mortals, a habit that has earned them a reputation for arrogance.

Djinn get along with jann and marids, but they find shaitans too stiff and harbor undying hatred for efreet. Although djinn are formidable combatants, they despise war and prefer to eschew violence in favor of dealing with their opponents using magic or subterfuge (making an exception, of course, when they encounter efreet).


A unique type of genie exists for each Elemental Plane, and the bodies of genies are formed out of elemental matter corresponding to their native plane: djinn are formed from wind, clouds, and storms; efreet are fire made flesh; marids are beings of water; and shaitans are composed of metal, gems, and stone. Lastly, the jann are formed out of all four elements, and are the weakest of geniekind.