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Djinni

Djinni
Large Elemental, Typically Chaotic Good
Armor Class17(natural armor)
Hit Points161(14d10 + 84)
Speed30 ft, fly 90 ft
STR
21(+5)
DEX
15(+2)
CON
22(+6)
INT
15(+2)
WIS
16(+3)
CHA
20(+5)
Saving ThrowsDex +6, Wis +7, Cha +9
Damage Immunitieslightning, thunder
SensesDarkvision 120 ft, passive Perception 13
LanguagesAuran
Challenge11( 7,200 XP) Proficiency Bonus+4

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 attacks with its Scimitar.

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 (the 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.

Spellcasting. The djinni casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 17, +9 to hit with spell attacks):

At will: thunderwave, detect magic, detect evil and good
3/day each: wind walk, tongues, create food and water (can create wine instead of water)
1/day each: plane shift, major image, invisibility, gaseous form, creation, conjure elemental (air elemental only)

Export

Djinn were creatures born from the Elemental Chaos. Having aided the primordials in their ancient battle with the gods over control of Faerûn, 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.

Description

Djinn resembled extremely tall (averaging ten and a half feet in height) human men and women, well-muscled and physically fit. Their features were aristocratic and considered attractive by human standards. Their skin tone ranged from pale blue to a more common olive-brown or dark tan characteristic of Zakharans. Their eyes are usually brown, but a rare few had blue eyes; these were believed to be marked by Fate for great deeds, whether for good or ill, and they could also have increased powers of the evil eye. Djinni garments were typically shimmering silk, designed for comfort and to flaunt their muscular physiques.

Personality

Djinn were wild but benevolent creatures as a whole.

While no genie liked being enslaved, djinn were the most tolerant of temporary servitude to mortals. They were forgiving of a mortal master's flaws or even amused by them. They viewed short-term servitude as determined by Fate, and knew that no one could defy one's fate. However, long-term service upset them, and being imprisoned was considered anathema. They would not forgive betrayal. Those who wished to gain the brief service of a djinn should gift them with fine meals, gemstones, magical items, flattery, and other forms of bribery.

Abilities

Djinn could carry up to 600 pounds (270 kilograms) without tiring, and could carry 1,200 pounds (540 kilograms) for a short time. They could travel freely to the elemental planes, as well as to the Prime Material Plane, the Ethereal Plane, and Astral Plane. However, they normally traveled only to the Elemental Plane of Air and the Prime Material.

Society

The djinn were ruled by the Great Caliph Husam al-Balil ben Nafhat al-Yugayyim, the Master of the Clouds and the Son of the Breezes. He rarely left his capital, the Court of Ice and Steel. He was served by various nobles and officials, including lesser caliphs, viziers, beys, emirs, sheikhs, sherrifs, and maliks. Each djinni freehold was ruled by a local sheikh or headman.

All djinn swore allegiance to the Grand Caliph, whose word was law. For disobeying a local caliph, a djinni risked punishment, but the penalty for disobeying the Grand Caliph was death. While djinni government was fairly loose, it was still too restrictive for most djinn, and they often visited the Prime Material Plane for the sake of respite from local lords and family.

While they appeared in great numbers on their home plane, djinn tended to be solitary on the Prime Material Plane. Most djinn were friendly toward mortals, but mischievous. They often played pranks on mortals, such as conjuring illusionary people who claimed to be in need. They normally left high-ranking people alone, for fear they might have ties to the Grand Caliph.

Although djinn did not require food or drink to live, they enjoyed rich flavors, smells, and other sensations. They commonly desired succulent fruits, great feasts, pungent wines, fine perfumes, shimmering silks, smooth satins, soft velvets, and other rich fare.

Homelands

Djinn dwelt in the Elemental Plane of Air (or the Elemental Chaos from the viewpoint of the World Axis cosmology), in djinn freeholds, floating islands of earth and stone, which they crammed with courtyards, buildings, gardens, fountains, and sculptures made from flame.

The capital of the djinn was the Citadel of Ice and Steel, a chunk of ice and earth sculpted into an aerodynamic oval shape. The citadel was in a perpetual falling state, and no gravity could be imposed within it by any force less potent than the Great Caliph of all djinn.

On the Prime Material Plane, djinn favored the open desert to cluttered urban areas. However, being somewhat friendly toward mortals, they visited cities on occasion.

Religion

The djinn, like all genies, are enlightened, which means they belong to the faith founded by a prophetess called the Loregiver long ago. Few are clerics, because the djinn are not, by and large, a pious people. However, they are willing to adopt pretty much any deity into their pantheons and give lip service to many deities, in order that they have an appropriate deity to please for any possible thing they might do.

In the djinni capital, the Court of Ice and Steel, there are mosques dedicated to the Amerindian gods Thunder and Wind, the Mulhorandi god Shu, the eagle deity Remnis, the elf goddess Aerdrie Faenya, and the Zakharan deities Haku and Hakiyah.

Language

Djinn speak Jannti, the racial language of all genies. Whether Jannti is a single language or four closely related elemental languages is a matter for debate, however. Djinn also speak Midani, the common tongue of Zakhara. They have a limited telepathy that allows them to communicate with any intelligent creatures they meet.

Relationships

The djinn were on good terms with jann and sometimes visited their camps in the high deserts of Toril. They were cool toward the marids, disliking their haughtiness. They openly despised dao and efreet, and only rarely hesitated before attacking them.

This article uses material from the “Djinni” article on the Forgotten Realms wiki at Fandom and is licensed under the Creative Commons Attribution-Share Alike License.