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Djinni

Djinni (Djinn)

Proud,sensuous GENIES from The Elemental Plane of Air,the Djinn are attractive,tall,well muscled humanoids with blue skin and dark eyes.They dress in airy,shimmering silks,designed as much for comfort as to flaunt their musculature.    

Airy Aesthetes

 

Djinn rule floating islands of cloudstuff covered with enormous pavilions,or topped with wondrous buildings,courtyards,fountains,and gardens.Creatures of comfort and ease,Djinn enjoy succulent fruits,pungent wines,fine perfumes,and beautiful music.

 

Djinn are known for their sense of mischief and their favorable attitude toward mortals.Among Genies,Djinn deal coolly with EFREETI and the MARID,whom they view as haughty.They openly despise DAO and strike against them with little provocation.

   

Masters of the Wind

 

Masters of the air,the Djinn ride powerful whirlwinds that they create and direct on a whim,and which can even carry passengers.Creatures that stand against a Djinni are assaulted by wind and thunder,even as the Djinni spins away on that wind if outmatched in combat.When a Djinni flies,its lower body transforms into a column of swirling air.

A Flying Djinni by mtg.gamepedia
   

Accepting Servitors

 

The Djinn believe that servitude is a matter of fate,and that no being can contest the hand of fate.As a result,of all the Genies,Djinn are the ones most amenable to servitude,though they never enjoy it.Djinn treat their slaves more like servants deserving of kindness and protection,and they part with them reluctantly.

 

A mortal who desires the brief service of a Djinni can entreat it with fine gifts,or use flattery to bribe it into compliance.Powerful Wizards are able to forgo such niceties,however,if they can summon,bind into service,or imprision a Djinni using magic.Long-term service displeases a Djinn,and imprisonment is inexcusable.Djinn resent the cruel wizards that have imprisoned their kind in bottles,iron flasks,and wind instruments throughout the ages.Betrayal,particularly by a mortal whom a Djinni trusted,is a vile deed that only deadly vengeance can amend.

Basic Information

Anatomy

The Djinn is a well muscled Humanoid with blue skin and dark eyes

Additional Information

Perception and Sensory Capabilities

Darkvision 120ft & Passive Perception 13

Civilization and Culture

Major Language Groups and Dialects

  • Auran  (Elemental Air)
A Djinni by forgottenrealms

Variant Genie Powers

 

Genies have a variety of magical capabilities,including spells.A few have even greater powers that allow them to alter their appearance or the nature of reality.

 

Disguises

 

Some Genies can veil themselves in illusion to pass as other similarly shaped creatures.Such Genies can innately cast the Disguise Self spell at will,often with a longer duration than is normal for that spell.Mightier Genies can cast the True Polymorph spell one to three times per day,possibly with a longer duration than normal,Such Genies can change only their own shape,but a rare few can use the spell on other creatures and objects as well.

 

Wishes

 

The Genie power to grant wishes is legendary among mortals.Only the most potent Genie,such as those among the nobility,can do so.A particular Genie that has this power can grant one to three wishes to a creature that isn't a Genie.Once a Genie has granted its limit of wishes,it can't grant wishes again for some amount of time (usually 1 year),and cosmic law dictates that the same Genie can expend its limit of wishes on a specific creature only once in that creatures existence.

 

To be granted a wish,a creature within 60 feet of the Genie states a desired effect to it.The Genie can then cast the wish spell on the creatures behalf to bring about the effect.Depending on the Genie's nature,the Genie might try to pervert the intent of the wish by exploiting the wish's poor wording.The perversion of the wording is usually crafted to be to the Genie's benefit.

Genetic Ancestor(s)
Origin/Ancestry
Elemental (Genie)
A Summoned Djinni by officialbestiary


Cover image: A Djinni by forgottenrealms

DJINNI CR: 11 (7,200XP)

Large elemental (genie), chaotic good
Armor Class: 17 (Natural Armour)
Hit Points: 161 (14d10+84).
Speed: 30 ft , fly: 30 ft

STR

21 +5

DEX

15 +2

CON

22 +6

INT

15 +2

WIS

16 +3

CHA

20 +5

Saving Throws: Dexterity +6, Wisdom +7 & Charisma +9
Damage Immunities: Lightning & Thunder
Senses: Darkvision 120ft & Passive Perception 13
Languages: Auran (Elemental Air)
Challenge Rating: 11 (7,200XP)

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.

1/day: Conjure Elemental (Air Elemental Only),Creation,Gaseous Form,Invisibility,Major Image & Plane Shift.

3/day: Create Food and Water (Can Create Wine Instead of Water),Tongues & Wind Walk.


ELEMENTAL DEMISE:

  IF THE DJINNI DIES, ITS BODY DISINTEGRATES INTO A WARM BREEZE, LEAVING BEHIND ONLY EQUIPMENT THE DJINNI WAS WEARING OR CARRYING.

Actions

MULTIATTACK:

  THE DJINNI MAKES THREE SCIMITAR ATTACKS.    

SCIMITAR:

  MELEE WEAPON ATTACK: +9 TO HIT, REACH 5FT, 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.

This species has multiple parents, only the first is displayed below.
All parents:

Comments

Author's Notes

Original Article written for D&D Monster Manual 5e by Wizards of the Coast (WotC)


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