"The being looks like a well-formed human with a dark complexion, but nearly twice as tall."
Djinn (singular djinni) are humanoid outsiders from the Elemental Plane of Air. They disdain physical combat, preferring to use their magical powers and aerial abilities against foes. A djinni outmatched in combat usually takes flight and becomes a whirlwind to harass those who follow.
Traits[]
- Outsider 7
- Always chaotic good
- Abilities: STR 18, DEX 19, CON 14, INT 14, WIS 15, CHA 15
- Hit Points: 45
- Saves: Fortitide 7, Reflex 9, Will 7
- AC: 16
- AB: +10/+5
- Damage:
- 1d8+4 bludgeoning, critical 20/x2 (slam)
- 1d8+4 bludgeoning, critical 20/x2 (slam)
- Skills: Concentration 10, Listen 10, Lore 10, Move Silently 10, Parry 10, Diplomacy 2, Search 10, Spellcraft 10, Spot 10, Appraise 10
- Feats: Dodge, Darkvision, Greater Invisibility (like the spell but with duration of minute per level)
- Immune to acid damage
- Can cast SLA Invisibility at caster level 20 once per day
- CR 5