MACE

Djinn

Large elemental (air)


Armor Class: 5
Hit Dice: 7+1 (average 24 hp)
Movement: 90 ft / 240 ft flying
Attacks: 1 slam (2d8, dealing 1–11 damage; i.e. 1d12−1+1)
Morale: 10
Alignment: Neutral
XP: 700


Description

Djinn are powerful spirits from the Elemental Plane of Air. They appear as handsome, turbaned giants with a faintly luminous quality. They fight as Giants (with slightly less damage: 1–11 per hit). They can be bound to service by powerful sorcerers.

Special Abilities

Create Food and Drink: A Djinn can conjure sufficient food and water to sustain a dozen people for a day.

Create Objects — Soft Goods and Illusions: A Djinn can create cloth, wood, and other soft goods, as well as elaborate illusions. These last for one day.

Create Metallic Objects: A Djinn can create metal items, but they last only briefly before dissolving.

Whirlwind Form: A Djinn can form a whirlwind like an Air Elemental (takes 1 round; 30 ft base, 60 ft top).

Invisible or Gaseous: A Djinn can become invisible or adopt a gaseous form at will.

Carry: A Djinn can carry up to 6,000 gp weight of goods or passengers through the air.

Tactics / Encounter / Notes

Djinn are bound to service for up to 1,001 days if controlled by a powerful magic-user using the appropriate binding magic. Unbound Djinn are encountered rarely and are not hostile by default, though they do not serve willingly.

Djinn do not have lairs.

Treasure

Djinn carry no fixed treasure, though they may carry up to 6,000 gp in goods for a master.