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DjinniCreature 5


UncommonLargeAirChaoticElementalGenieGood
Source Pathfinder Bestiary
Perception +13 (darkvision)
Languages Common, Sussuran
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

AC 22; Fort +9; Reflex +14; Will +11;
HP 71
Speed 25 feet (fly 40 feet)
Immunities acid
Resistances Mental 5, Sonic 5

Scimitar One Action +15 (+10, +5) to hit (forceful, reach 10, sweep) 1d6+10 Slashing
Fist One Action +16 (+12, +8) to hit (agile, finesse, magical, nonlethal, reach 10, unarmed) 1d4+10 Bludgeoning
Crashing Wind One Action +15 (+10, +5) to hit (air, arcane) 1d8+6 Bludgeoning

Constant Spells

A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires.

Whirlwind (air, arcane, aura)

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 One Action (air, arcane)

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.


Arcane Innate Spells (DC 23, +15 to hit)

Cantrips (3rd Level): Detect Magic (Constant)
1st Level: Illusory Object
2nd Level: Enhance Victuals (At Will), Illusory Creature, Invisibility (At Will) (Self Only)
4th Level: Creation, Gaseous Form
7th Level: Plane Shift (At Will) (to Astral Plane, Elemental Planes, or Material Plane Only)


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.


Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

Air

Effects with the air trait either manipulate or conjure air. Those that manipulate air have no effect in a vacuum or an area without air. Creatures with this trait consist primarily of air or have a connection to magical air.

Elemental

Creatures directly tied to an element and native to the elemental planes. Elementals don't need to breathe.

Genie

The diverse families of genies hold positions of prominence on the elemental planes. They have powerful magical abilities.