Djinni
The djinn (singular djinni) are genies from the Elemental Plane of Air. The live on floating islands of earth and rock.
were creatures born from the Elemental Chaos. Having aided the primordials in their ancient battle with the gods over control of the world most were imprisoned in common objects and scattered. The few who were free sought to reclaim their power. They embodied the chaotic force of violent storms while possessing benevolent minds. Only the noble djinn possessed the power of the wish.
A djinni is about 10 and one-half feet tall and weighs about 100 pounds.
Genie, Djinni

This creature stands nearly twice as tall as a human, although its lower torso trails away into a vortex of mist and wind.
Family: Genies
Large elemental, chaotic good
Armor Class 17 (natural armor)
Hit Points 161 (14d10 + 84)
Speed 30 ft., fly 90 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
21 (+5) | 15 (+2) | 22 (+6) | 15 (+2) | 16 (+3) | 20 (+5) |
Saving Throws Dex +6, Wis +7, Cha +9
Damage Immunities lightning, thunder
Senses darkvision 120 ft., passive Perception 13
Languages Auran
Challenge 11 (7,200 XP)
Special Traits
- Elemental Demise: If the djinni dies, its body disintegrates into a warm breeze, leaving behind only equipment the djinni was wearing or carrying.
- Innate Spellcasting: The djinni’s innate spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
- At will: detect evil and good, detect magic, thunderwave
- 3/day each: create food and water (can create wine instead of water), tongues, wind walk
- 1/day each: conjure elemental (air elemental only), creation, gaseous form, invisibility, major image, plane shift
Actions
- Multiattack: The djinni makes three scimitar attacks.
- Scimitar: Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage plus 3 (1d6) lightning or thunder damage (djinni’s choice).
- Create Whirlwind: A 5-foot-radius, 30-foot-tall cylinder of swirling air magically forms on a point the djinni can see within 120 feet of it. The whirlwind lasts as long as the djinni maintains concentration (as if concentrating on a spell). Any creature but the djinni that enters the whirlwind must succeed on a DC 18 Strength saving throw or be restrained by it. The djinni can move the whirlwind up to 60 feet as an action, and creatures restrained by the whirlwind move with it. The whirlwind ends if the djinni loses sight of it.
- A creature can use its action to free a creature restrained by the whirlwind, including itself, by succeeding on a DC 18 Strength check. If the check succeeds, the creature is no longer restrained and moves to the nearest space outside the whirlwind.

Djinni | |
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 Dexterity, +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 | Air mastery, spell-like abilities, whirlwind |
Special Qualities | Darkvision 60 ft., immunity to acid, plane shift, telepathy 100 ft. |
Saves | Fort +7, Ref +9, Will +7 |
Abilities | Strength 18, Dexterity 19, Constitution 14, Intelligence 14, Wisdom 15, Charisma 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, Rope Use+4 (+6 with bindings) |
Feats | Combat Casting, Combat Reflexes, Dodge, Improved InitiativeB |
Environment | Elemental Plane of Air |
Organization | 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 |
Combat
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.
Spell-Like Abilities: At will-invisibility (self only);
1/day- create food and water, create wine (as Create Water, but wine instead), major creation (created vegetable matter is permanent), persistent image (DC 17), wind walk.
Once per day, a djinni can assume gaseous form (as the spell) for up to 1 hour. Caster level 20th. The save DCs are Charisma-based.
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.
A djinni’s movement while in whirlwind form does not provoke attacks of opportunity, even if the djinni enters the space another creature occupies. Another creature might be caught in the whirlwind if it touches or enters the whirlwind, or if the djinni moves into or through the creature’s space.
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.
Creatures trapped in the whirlwind cannot move except to go where the djinni carries them or to escape the whirlwind. Creatures caught in the whirlwind can otherwise act normally, but must make a Concentration check (DC 15 + spell level) to cast a spell. Creatures caught in the whirlwind take a -4 penalty to Dexterity and a -2 penalty on attack rolls. The djinni can have only as many trapped inside a whirlwind at one time as will fit inside the whirlwind’s volume.
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. Those caught in the cloud must succeed on a Concentration check (DC 15 + spell level) to
cast a spell. A djinni in whirlwind form cannot make melee attacks and does not threaten the area around it.
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Noble Djinn
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.
Rulers of all genies on the Elemental Plane of Air and masters of the province of wind. They pride themselves on being the tallest and fairest of all of their kind. They enjoy riches and comforts.
From D&D Wiki
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Noble Djinni | |
Size/Type | Large outsider (Air, Extraplanar) |
Hit Dice | 10d8+14 (58 hp) |
Initiative | +8 |
Speed | 20 ft. (4 squares), Fly 60 ft. (perfect) |
Armor Class | 16 (-1 size, +4 Dexterity, +3 natural), touch 13, flat-footed 12 |
Base Attack/Grapple | +10/+18 |
Attack | Slam +16 melee (1d8+7) |
Full Attack | 2 slams +16 melee (1d8+7) |
Space/Reach | 10 ft./10 ft. |
Special Attacks | Air mastery, spell-like abilities, whirlwind |
Special Qualities | Darkvision 60 ft., immunity to acid, plane shift, telepathy 100 ft. |
Saves | Fort +9, Ref +10, Will +8 |
Abilities | Strength 23, Dexterity 19, Constitution 14, Intelligence 14, Wisdom 15, Charisma 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, Rope Use+4 (+6 with bindings) |
Feats | Combat Casting, Combat Reflexes, Dodge, Improved InitiativeB |
Environment | Elemental Plane of Air |
Organization | Solitary, company (2-4), or band (6-15) |
Challenge Rating | 8 |
Treasure | Standard |
Alignment | Always chaotic good |
Advancement | 10 HD (Large); 11-21 (Huge) |
Level Adjustment | +6 |
The djinn (singular djinni) are genies from the Elemental Plane of Air. 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, with 10 Hit Dice.
A djinni is about 10-1/2 feet tall and weighs about 1,000 pounds.
Djinn speak Auran, Celestial, Common, and Ignan.
COMBAT
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.
Spell-Like Abilities: At will-invisibility (self only);
1/day- create food and water, create wine (as Create Water, but wine instead), major creation (created vegetable matter is permanent), persistent image (DC 17), wind walk. Once per day, a djinni can assume gaseous form (as the spell) for up to 1 hour. Caster level 20th. The save DCs are Charisma-based.
Whirlwind (Su): A djinni can transform itself into a whirlwind once every 10 minutes and remain in that form for up to 10 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.
A djinni’s movement while in whirlwind form does not provoke attacks of opportunity, even if the djinni enters the space another creature occupies. Another creature might be caught in the whirlwind if it touches or enters the whirlwind, or if the djinni moves into or through the creature’s space.
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.
Creatures trapped in the whirlwind cannot move except to go where the djinni carries them or to escape the whirlwind. Creatures caught in the whirlwind can otherwise act normally, but must make a Concentration check (DC 15 + spell level) to cast a spell. Creatures caught in the whirlwind take a -4 penalty to Dexterity and a -2 penalty on attack rolls. The djinni can have only as many trapped inside a whirlwind at one time as will fit inside the whirlwind’s volume.
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.
Those caught in the cloud must succeed on a Concentration check (DC 15 + spell level) to cast a spell.
A djinni in whirlwind form cannot make melee attacks and does not threaten the area around it.