Djinni (CR 5)
Large Outsider (Air and Extraplanar)
Alignment: Always chaotic good
Initiative: +8 (+4 Dex, +4 Improved Initiative); Senses: darkvision 60 ft., Listen +12, and Spot +12
Languages: Telepathy 100 ft.
AC: 16 (-1 size, +4 Dex, +3 natural), touch 13, flat-footed 12
Hit Dice: 7d8+14 (45 hp)
Fort +7, Ref +9, Will +7
Speed: 20 ft., fly 60 ft. (perfect)
Space: 10 ft./10 ft.
Base Attack +7; Grapple +15
Attack: Slam +10 melee
Full Attack: 2 Slams +10 melee
Damage: Slam 1d8+4
Special Attacks: Spell-like abilities, air mastery, whirlwind
Abilities: Str 18, Dex 19, Con 14, Int 14, Wis 15, Cha 15
Special Qualities: immunity to acid, Plane shift
Feats: Combat Casting; Combat Reflexes; Dodge; Improved Initiative
Skills: Appraise +12, Concentration +12, Craft (any one) +12, Diplomacy +4, Escape Artist +14, Knowledge (any one) +12, Listen +12, Move Silently +14, Sense Motive +12, Spellcraft +12, Spot +12, and Use Rope +4 (+6 with bindings)
Advancement: 8-10 HD (Large); 11-21 HD (Huge)
Climate/Terrain: Elemental Plane of Air
Organization: Solitary, company (2-4), or band (6-15)
Treasure/Possessions: Standard
Source:
Monster Manual
The djinn (singular djinni) are genies from the Elemental Plane of Air. They live on floating islands of earth and rock, anywhere from 1,000 yards to several miles across, crammed with buildings, courtyards, gardens, fountains, and sculptures. Each island is ruled by a local sheik.
The structure of djinn society is based on rule by a caliph served by various nobles and officials (viziers, beys, amirs, sheiks, sharifs, and maliks). A caliph rules all djinn estates within two days' travel and is advised by six viziers who help maintain the balance of the landholds.
If a large force attacks a landhold, a messenger (usually the youngest djinni) is sent to the next landhold, which sends aid and dispatches two more messengers to warn the next landholds, thus alerting the entire nation.
A djinni is about 10 1/2 feet tall and weighs about 100 pounds. Djinn speak Auran, Celestial, Common, and Ignan.
Noble Djinn
Some djinn (1% of the total population) are "noble" and can grant three wishes to any being (non-genies 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, with 10 HD.
Combat
Djinn disdain physical combat, preferring to use their magical powers and aerial abilities against foes. A djinni overmatched in combat usually takes flight and becomes a whirlwind to harass those who follow.
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 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 (see Concealment, page 133 in the Player's Handbook). 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 djinn 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.