Djinni

Large Outsider (Air, Extraplanar) — CR 5

()Updated 3.5

Djinni is a D&D 3.5 monster from —. CR 5, HD 7d8+14 (45 hp).

Hit Dice
7d8+14 (45 hp)
Initiative
+8
Speed
land 20 ft, 20 ft., fly 60 ft. (perfect)
Base Attack / Grapple
+7/+15
Attack
Slam +10 melee
Full Attack
2 Slams +10 melee
STR
18
DEX
19
CON
14
INT
14
WIS
15
CHA
15
Fort / Ref / Will
+7 / +9 / +7
Challenge Rating
5
Alignment
Always chaotic good
Organization
Solitary, company (2-4), or band (6-15)
Treasure
Standard
Level Adjustment
+6

Special Abilities

Air MasteryWhirlwindPlane ShiftTelepathy

Feats

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. Medium-size or smaller creatures might take damage when caught in the whirlwind and be lifted into the air. An affected creature must succeed at a Reflex save (DC 20) when it comes into contact with the whirlwind or take 3d6 points of damage. It also succeed at a second Reflex save or be picked up bodily and held suspended in the powerful winds, automatically taking 1d8 points of damage each round. A creature that can fly is allowed a Reflex save (DC 20) each round to escape the whirlwind. The creature still takes damage but can leave if the save is successful. 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 one-half concealment while those farther away have total concealment (see Concealment, page 133 in the Player's Handbook). Those caught in the cloud must succeed at a Concentration check (DC 20) to cast a spell. Air Subtype This subtype usually is used for elementals and outsiders with a connection to the Elemental Plane Air. Air creatures always have fly speeds and usually have perfect maneuverability (see the section on Movement). Extraplanar Subtype A subtype applied to any creature when it is on a plane other than its native plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. This book assumes that encounters with creatures take place on the Material Plane, and every creature whose native plane is not the Material Plane has the extraplanar subtype (but would not have when on its home plane). An extraplanar creatures usually has a home plane mentioned in its description. These home planes are taken from the Great Wheel cosmology of the D&D game (see Chapter 5 of the Dungeon Master's Guide). If your campaign uses a different cosmology, you will need to assign different home planes to extraplanar creatures. Creatures not labeled as extraplanar are natives of the Material Plane, and they gain the extraplanar subtype if they leave the Material Plane. No creature has the extraplanar subtype when it is on a transitive plane; the transitive planes in the D&D cosmology are the Astral Plane, the Ethereal Plane, and the Plane of Shadow.

Description

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. Medium-size or smaller creatures might take damage when caught in the whirlwind and be lifted into the air. An affected creature must succeed at a Reflex save (DC 20) when it comes into contact with the whirlwind or take 3d6 points of damage. It also succeed at a second Reflex save or be picked up bodily and held suspended in the powerful winds, automatically taking 1d8 points of damage each round. A creature that can fly is allowed a Reflex save (DC 20) each round to escape the whirlwind. The creature still takes damage but can leave if the save is successful. 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 one-half concealment while those farther away have total concealment (see Concealment, page 133 in the Player's Handbook). Those caught in the cloud must succeed at a Concentration check (DC 20) to cast a spell. Air Subtype This subtype usually is used for elementals and outsiders with a connection to the Elemental Plane Air. Air creatures always have fly speeds and usually have perfect maneuverability (see the section on Movement). Extraplanar Subtype A subtype applied to any creature when it is on a plane other than its native plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. This book assumes that encounters with creatures take place on the Material Plane, and every creature whose native plane is not the Material Plane has the extraplanar subtype (but would not have when on its home plane). An extraplanar creatures usually has a home plane mentioned in its description. These home planes are taken from the Great Wheel cosmology of the D&D game (see Chapter 5 of the Dungeon Master's Guide). If your campaign uses a different cosmology, you will need to assign different home planes to extraplanar creatures. Creatures not labeled as extraplanar are natives of the Material Plane, and they gain the extraplanar subtype if they leave the Material Plane. No creature has the extraplanar subtype when it is on a transitive plane; the transitive planes in the D&D cosmology are the Astral Plane, the Ethereal Plane, and the Plane of Shadow.