Djinni Creature 5

Uncommon CG Large Air Elemental Genie

Senses Perception +13; darkvision, detect magic

Languages Auran, Common

Skills Acrobatics +14, Arcana +11, Athletics +11, Crafting +9, Deception +11, Diplomacy +13, Society +9, Stealth +12

Str +4, Dex +5, Con +2, Int +2, Wis +2, Cha +4

Items scimitar


AC 22; Fort +9, Ref +14, Will +11

HP 71; Immunities acid; Resistances mental 5, Sonic 5

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


Speed 25 feet, fly 40 feet

Melee scimitar +15 (forceful +1, reach 10 feet, sweep), Damage 1d6+10 slashing

Melee fist +16 (agile, finesse, magical, nonlethal, reach 10 feet), Damage 1d4+10 bludgeoning

Ranged crashing wind +15 (air, arcane, evocation, range increment 20 feet), Damage 1d8+6 bludgeoning

Arcane Innate Spells DC 23; 7th plane shift (at will; to Astral Plane, Elemental Planes, or Material Plane only); 4th creation, gaseous form; 3rd illusory creature, illusory object; 2nd enhance victuals (at will), invisibility (at will; self only); Constant (3rd) detect magic

Hurricane Blast (air, arcane, evocation); 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.

About

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).