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Pathfinder Second Edition

Compendium

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Djinni

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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).

Attributes

Djinni

Creature 5

CGLargeUncommon, Air, Elemental, Genie
  • Perception13; darkvision, detect magic
  • LanguagesAuran, Common
  • Skills acrobatics 14 arcana 11 athletics 11 crafting 9 deception 11 diplomacy 13 society 9 stealth 12
  • Str4Dex5Con2Int 2Wis2Cha4
  • Items scimitar
  • AC 22 Fort9Ref14Will11
  • HP 71 Immunitiesacid Resistancesmental 5, sonic 5
  • Whirlwind 20 feet. All squares in the djinni's aura are difficult terrain for Striding and Flying creatures. Creatures with the air trait are immune. A monster’s aura automatically affects everything within a specified emanation around that monster. The monster doesn’t need to spend actions on the aura; rather, the aura’s effects are applied at specific times, such as when a creature ends its turn in the aura or when creatures enter the aura. If an aura does nothing but deal damage, its entry lists only the radius, damage, and saving throw. Such auras deal this damage to a creature when the creature enters the aura and when a creature starts its turn in the aura. A creature can take damage from the aura only once per round. The GM might determine that a monster’s aura doesn’t affect its own allies. For example, a creature might be immune to a monster’ frightful presence if they have been around each other for a long time.
  • Speed25 feet, fly 40 feet
  • Melee scimitar 15 (forceful +1, reach 10 feet, sweep) Damage1d6+10 slashing fist 16 (agile, finesse, magical, nonlethal, reach 10 feet) Damage1d4+10 bludgeoning
  • Ranged crashing wind 15 (air, arcane, evocation, range increment 20 feet) (range 20)Damage1d8+6 bludgeoning
  • Hurricane Blast (air, arcane, evocation) 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; 7th plane shift (at will; to Astral Plane, Elemental Planes, or Material Plane only); 4th creation, gaseous form; 3rd illusory creature, illusory object; 2nd enhance victuals (at will), invisibility (at will; self only); Constant (3rd) detect magic