Djinni
Creature 5 (uncommon) — air, elemental, genie
Pre-Remaster content. May include legacy alignment.
WeaverSnareLANDAERIALelementalairgenie
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 st
Source: pathfinder-bestiary (Pre-Remaster)
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
Items Scimitar
AC 22
Fort +9
Ref +14
Will +11
HP 71
Immunities acid
Resistances mental 5, sonic 5
Speed 25 feet, fly 40 feet
Offense
Melee Scimitar (forceful, reach-10, sweep) +15, Damage 1d6+10 slashing
Melee Fist (agile, finesse, magical, nonlethal, reach-10, unarmed) +16, Damage 1d4+10 bludgeoning
Ranged Crashing Wind (air, arcane) +15, range increment 20 feet, Damage 1d8+6 bludgeoning
Abilities
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 (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.
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, attack +15
7th Plane Shift (At Will) (to Astral Plane, Elemental Planes, or Material Plane Only)
4th Creation, Gaseous Form
2nd Enhance Victuals (At Will), Illusory Creature, Invisibility (At Will) (Self Only)
1st Illusory Object
Cantrips (7th) Detect Magic (Constant)
WORKS WELL WITH
AnvilLANDA grounded bruiser holds the front so the djinni can hang back in its whirlwind and keep casting.
SniperLAND / AERIALForced movement from Hurricane Blast disrupts positioning, opening lines of fire for a ranged ally.
FlankerAERIALA mobile skirmisher can exploit the difficult terrain the whirlwind imposes on grounded foes while staying airborne alongside it.
PUNISHES
✖ clumping✖ standing in the open✖ melee reliance
Works well with · Punishes · Pairing advice
Unlock with Tactics
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