Genies are humanlike beings who dwell on the
elemental planes. They are famous for their strength, guile, and skill with illusion magic.
Genies prefer to outmaneuver and outthink their foes. They are not too proud to flee if it means they'll live to fight another day. If trapped, they bargain, offering treasure or favors in return for their lives and
freedom.
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 eight other creatures, provided they all link hands with the genie. It is otherwise similar to the spell of the same name (
caster level 13th).
|
Large Outsider (Air, Extraplanar) |
Hit Dice:
|
7d8+14 (45 hp) |
Initiative:
|
+8 |
Speed:
|
20 ft. (4 squares), fly 60 ft. (perfect) |
Armor Class:
|
16 (-1 size, +4 Dex, +3 natural), touch 13, flat-footed 12 |
Base Attack/Grapple:
|
+7/+15 |
Attack:
|
Slam +10 melee (1d8+4) |
Full Attack:
|
2 slams +10 melee (1d8+4) |
Space/Reach:
|
10 ft./10 ft. |
Special Attacks:
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Air mastery, spell-like abilities, whirlwind |
Special Qualities:
|
Darkvision 60 ft., immunity to acid, plane shift, telepathy 100 ft. |
Saves:
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Fort +7, Ref +9, Will +7 |
Abilities:
|
Str 18, Dex 19, Con 14, Int 14, Wis 15, Cha 15 |
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, Use Rope +4 (+6 with bindings) |
Feats:
|
Combat Casting, Combat Reflexes, Dodge, Improved InitiativeB |
Environment:
|
Elemental Plane of Air
|
Organization:
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Solitary, company (2-4), or band (6-15) |
Challenge Rating:
|
5 (noble 8) |
Treasure:
|
Standard |
Alignment:
|
Always chaotic good |
Advancement:
|
8-10 HD (Large); 11-21 (Huge) |
Level Adjustment:
|
+6 |
A
djinni is about 10-1/2 feet tall and weighs about 1,000 pounds.
Djinn speak Auran, Celestial, Common, and Ignan.
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 take a -1 penalty on attack and
damage rolls against a
djinni.
Whirlwind (Su): A
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.
Creatures one or more size categories smaller than the
djinni might take
damage when caught in the
whirlwind and be lifted into the air. An affected creature must succeed on a DC 20 Reflex save when it comes into contact with the
whirlwind or take 3d6 points of
damage. It must also succeed on a second DC 20 Reflex save or be picked up bodily and held suspended in the powerful winds, automatically taking 1d8 points of
damage each round. A creature with a
fly speed is allowed a DC 20 Reflex save each round to escape the
whirlwind. The creature still takes
damage but can leave if the save is successful. The save DC is Strength-based and includes a +3 racial adjustment.
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
concealment, while those farther away have total
concealment.
A
djinni in
whirlwind form cannot make melee attacks and does not threaten the area around it.
Some djinn (1% of the total population) are noble. A noble
djinni can grant three
wishes to any being (nongenies only) who captures it.
Noble djinn perform no other services and, upon granting the third
wish, are free of their servitude.
Noble djinn are as strong as efreet (see below), with 10 Hit
Dice.
|
Large Outsider (Extraplanar, Fire) |
Hit Dice:
|
10d8+20 (65 hp) |
Initiative:
|
+7 |
Speed:
|
20 ft. (4 squares), fly 40 ft. (perfect) |
Armor Class:
|
18 (-1 size, +3 Dex, +6 natural), touch 12, flat-footed 15 |
Base Attack/Grapple:
|
+10/+20 |
Attack:
|
Slam +15 melee (1d8+6 plus 1d6 fire) |
Full Attack:
|
2 slams +15 melee (1d8+6 plus 1d6 fire) |
Space/Reach:
|
10 ft./ 10 ft. |
Special Attacks:
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Change size, heat, spell-like abilities |
Special Qualities:
|
Darkvision 60 ft., immunity to fire, plane shift, telepathy 100 ft., vulnerability to cold |
Saves:
|
Fort +9, Ref +10, Will +9 |
Abilities:
|
Str 23, Dex 17, Con 14, Int 12, Wis 15, Cha 15 |
Skills:
|
Bluff +15, Craft (any one) +14, Concentration +15, Diplomacy +6, Disguise +2 (+4 acting), Intimidate +17, Listen +15, Move Silently +16, Sense Motive +15, Spellcraft +14, Spot +15 |
Feats:
|
Combat Casting, Combat Reflexes, Dodge, Improved InitiativeB, Quicken Spell-Like Ability (scorching ray) |
Environment:
|
Elemental Plane of Fire
|
Organization:
|
Solitary, company (2-4), or band (6-15) |
Challenge Rating:
|
8 |
Treasure:
|
Standard coins; double goods; standard items |
Alignment:
|
Always lawful evil |
Advancement:
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11-15 HD (Large); 16-30 HD (Huge) |
Level Adjustment:
|
- |
An
efreeti stands about 12 feet tall and weighs about 2,000 pounds.
Efreet speak Auran, Common, Ignan, and Infernal.
Efreet love to
mislead, befuddle, and confuse their foes. They do so for enjoyment as well as a battle tactic.
Change Size
(Sp): Twice per day, an
efreeti can magically change a creature's size. This works just like an
enlarge person or
reduce person spell (the
efreeti chooses when using
the ability), except that
the ability can work on the
efreeti. A DC 13 Fortitude save negates the effect. The save DC is Charisma-based. This is the equivalent of a 2nd-level spell.
Heat (Ex): An
efreeti's red-hot body deals 1d6 points of extra fire
damage whenever it hits in melee, or in each round it maintains a hold when grappling.
|
Medium Outsider (Native) |
Hit Dice:
|
6d8+6 (33 hp) |
Initiative:
|
+6 |
Speed:
|
20 ft. (4 squares), fly 15 ft. (perfect) in chainmail; base land speed 30 ft., base fly speed 20 ft. (perfect) |
Armor Class:
|
18 (+2 Dex, +1 natural, +5 chainmail), touch 12, flat-footed 16 |
Base Attack/Grapple:
|
+6/+9 |
Attack:
|
Scimitar +9 melee (1d6+4/18-20) or longbow +8 ranged (1d8/x3) |
Full Attack:
|
Scimitar +9/+4 melee (1d6+4/18-20) or longbow +8/+3 ranged (1d8/x3) |
Space/Reach:
|
5 ft./5 ft. |
Special Attacks:
|
Change size, spell-like abilities |
Special Qualities:
|
Darkvision 60 ft., elemental endurance, plane shift, resistance to fire 10, telepathy 100 ft. |
Saves:
|
Fort +6, Ref +7, Will +7 |
Abilities:
|
Str 16, Dex 15, Con 12, Int 14, Wis 15, Cha 13 |
Skills:
|
Appraise +11, Concentration +10, Craft (any two) +11, Diplomacy +3, Escape Artist +6, Listen +11, Move Silently +6, Ride +11, Sense Motive +11, Spot +11, Use Rope +2 (+4 with bindings) |
Feats:
|
Combat Reflexes, Dodge, Improved InitiativeB, Mobility |
Environment:
|
Warm deserts |
Organization:
|
Solitary, company (2-4), or band (6-15) |
Challenge Rating:
|
4 |
Treasure:
|
Standard |
Alignment:
|
Usually neutral |
Advancement:
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7-9 HD (Medium); 10-18 HD (Large) |
Level Adjustment:
|
+5 |
The jann (singular
janni) are the weakest of the genies. Jann are formed out of all four elements and must therefore spend most of their time on
the Material Plane.
Jann speak Common, one
elemental language (Aquan, Auran, Ignan, or Terran) and one
alignment language (Abyssal, Celestial, or Infernal).
Jann are physically strong and courageous, and do not take kindly to insult or injury. If they meet a foe they cannot defeat in a standup fight, they use flight and
invisibility to regroup and maneuver to a more advantageous position.
Change Size
(Sp): Twice per day, a
janni can magically change a creature's size. This works just like an
enlarge person or
reduce person spell (the
janni chooses when using
the ability), except that
the ability can work on the
janni. A DC 13 Fortitude save negates the effect. The save DC is Charisma-based. This is the equivalent of a 2nd-level spell.
Janni characters possess the following racial traits.
- +6 Strength, +4 Dexterity, +2 Constitution, +4 Intelligence, +4 Wisdom, +2 Charisma.
-Medium size.
- +1 natural armor bonus.
-Automatic Languages: Common. Bonus Languages: Abyssal, Aquan, Auran, Celestial, Ignan, Infernal, Terran.
-Level adjustment +5.
Find topic in: Equipment, Magic |
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