Size:
± Large
Type:
?
Form:
Temper:
# App:
± 1
Lair:
Diet:
Combat Dice:
0
Hit Points:
0
Attack Rank:
0
Passive Defense:
0
Active Defense:
Damage Reduction:
0
Role:
soldier
Ground:
± 30'
Climb/Arboreal:
Flight:
± 80'
Swim:
± 40 ft.
Benthic:
Burrow:
Ethereal:
Aliases: Abasheen
Actions/Abilities/Traits: Basic Fantasy
Actions/Abilities/Traits: Basic Fantasy
Special
Magical Powers
Djinn have a number of magical powers, which can be used at will (that is, without needing magic words or gestures): create food and drink, creating tasty and nourishing food for up to 2d6 humans or similar creatures, once per day; become invisible, with unlimited uses per day; create normal items, creating up to 1,000 pounds of soft goods or wooden items of permanent nature or metal goods lasting at most a day, once per day; assume gaseous form, as the potion, up to one hour per day; and create illusions, as the spell phantasmal force but including sound as well as visual elements, three times per day.
Special
Whirlwind Form
Djinn may assume the form of a whirlwind at will, with no limit as to the number of times per day this power may be used; a djinni in whirlwind form fights as if it were an air elemental.
Special
Immunities
Due to their highly magical nature, djinn cannot be harmed by non-magical weapons. They are immune to normal cold, and suffer only half damage from magical attacks based on either cold or wind.
Offense
1 bite (2d4)
Circumstance: Combat
1 bite (2d4)
Environments
planar
Humanoid creatures from the Elemental Plane of Air
The djinn (singular djinni) are humanoid creatures from the Elemental Plane of Air. A djinni in its natural form is about 10½ feet tall and weighs about 1,000 pounds.
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 (see below) to harass those who follow; the 12 morale reflects a djinni's absolute control over its own fear, but does not indicate that the creature will throw its life away easily. Use the "8" figure to determine whether an outmatched djinn decides to leave a combat.
Basic Fantasy Role-Playing Game
Actions/Abilities/Traits: Basic Fantasy
Actions/Abilities/Traits: D&D 5e
Actions/Abilities/Traits: D&D 5e
Special
At will
detect evil and good, detect magic, thunderwave
Special
Elemental Demise
If the djinni dies, its body disintegrates into a warm breeze, leaving behind only equipment the djinni was wearing or carrying.
Special
Innate Spellcasting
The djinni's innate spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
Action
Create Whirlwind
A 5-foot-radius, 30-foot-tall cylinder of swirling air magically forms on a point the djinni can see within 120 feet of it. The whirlwind lasts as long as the djinni maintains concentration (as if concentrating on a spell). Any creature but the djinni that enters the whirlwind must succeed on a DC 18 Strength saving throw or be restrained by it. The djinni can move the whirlwind up to 60 feet as an action, and creatures restrained by the whirlwind move with it. The whirlwind ends if the djinni loses sight of it.
Action
Multiattack
The djinni makes three scimitar attacks.
Action
Scimitar
Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage plus 3 (1d6) lightning or thunder damage (djinni's choice).
This creature stands nearly twice as tall as a human, although its lower torso trails away into a vortex of mist and wind.
5e SRD
Actions/Abilities/Traits: D&D 5e
Actions/Abilities/Traits: Pathfinder 1e
Actions/Abilities/Traits: Pathfinder 1e
Special
1/day
create food and water, create wine (as create water, but wine instead), gaseous form (for up to 1 hour), major creation (created vegetable matter is permanent), persistent image (DC 17), wind walk
Special
Air Mastery (Ex)
Airborne creatures take a -1 penalty on attack and damage rolls against a djinni.
Special
At will
invisibility (self only), plane shift (willing targets to elemental planes, Astral Plane, or Material Plane only)
Action
Feat 1
Combat Casting
Action
Feat 2
Combat Reflexes
Action
Feat 3
Dodge
Action
Feat 4
Improved InitiativeB
Action
Feat 5
Wind Stance
Action
Melee 1
2 slams +10 (1d8+4) or mwk scimitar +11/+6 (1d8+4/18-20)
Treasure: standard (masterwork scimitar, other gear)
Environments
any (Plane of Air)
Actions/Abilities/Traits: Pathfinder 1e
This creature stands nearly twice as tall as a human, although its lower torso trails away into a vortex of mist and wind.
5e SRD
Humanoid creatures from the Elemental Plane of Air
The djinn (singular djinni) are humanoid creatures from the Elemental Plane of Air. A djinni in its natural form is about 10½ feet tall and weighs about 1,000 pounds.
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 (see below) to harass those who follow; the 12 morale reflects a djinni's absolute control over its own fear, but does not indicate that the creature will throw its life away easily. Use the "8" figure to determine whether an outmatched djinn decides to leave a combat.
Basic Fantasy Role-Playing Game
Humanoid creatures from the Elemental Plane of Air
Old-School Essentials Classic Fantasy