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DjinnEmpowered by the surging power of darkness, this fire genie wishes to spread a dread curse that turns everyone affected by it into a formless ghost. Sometimes people leave off the first letter of his name and just call him “Jinn”, but he doesn’t really like that. – Imban

Djinn (CR 8)

XP 4,800
LE Large outsider (Fire, Mini-Boss)
Init: +7; Senses darkvision 60 ft.; Perception +15

 DEFENSE

AC 25, touch 13, flat-footed 21 (+4 armor, +3 Dex, +1 dodge, +8 natural, -1 size)
hp 95 [140] (10d10+40)
mp 45 (currently 44)
Fort +7, Ref +10, Will +9
DR 10/silver; Immune death effects, fire, paralysis, poison, silenced, sleep; Strong ice; SR 18
Weakness water

 OFFENSE

Speed 20 ft., fly 40 ft. (perfect)
Melee +1 flaming falchion +20/+15 (2d6+14 plus 1d6 fire/18–20) or 2 slams +18 (1d8+9 plus 1d6 fire)
Space 10 ft.; Reach 10 ft.
Special Attacks Beam, heat (1d6 fire)
Special Abilities Spell Combat, Spellstrike
Spells Known (FC CL 10th; concentration +15 (+19 casting defensively))

1st (DC 16)  – Detonate (DC 17), Enspell (fire only), Fire (DC 17), Flame Breath (DC 17), Mage Armor (already cast), Ohspell (fire only), Produce Flame, Sleep
2nd (DC 17)  – Burning Arc (DC 18), Detonate II (DC 18), Fiery Shuriken, Fire II (DC 18), Flaming Sphere (DC 18)
3rd (DC 18)  – Detonate III (DC 19), Enspell II (fire only), Fira (DC 19), Fire III (DC 19), Sleepga
4th (DC 19)  – Bestow Curse, Vanish, Wall of Fire (DC 20)

 TACTICS

During Combat: Djinn’s maximum spell level is actually 5th, so he can cast Empowered versions of almost all of his attack spells, and enjoys doing so.

 STATISTICS

Str 29, Dex 17, Con 18, Int 12, Wis 14, Cha 21
Base Atk +10; CMB +20; CMD 34
Feats Combat Casting, Combat Reflexes, Deceitful, Dodge, Elemental Focus (Fire), Empower SpellB, Improved InitiativeB, Weapon Focus (Falchion)B
Skills Bluff +22, Craft (any one) +14, Disguise +13, Fly +13, Intimidate +18, Perception +15, Sense Motive +15, Spellcraft +14, Stealth +8
Languages Auran, Aquan, Common, Ignan, Terran; telepathy 100 ft.
SQ Ruby Arcana (Broad Study, Brutish Arcana), Quick Learner (Minor) (Bonus Metamagic Feat, Weapon Bond)

 SPECIAL ABILITIES

Beam (Su)

As a standard action, Djinn fires a beam of destructive force from his eyes as a ranged touch attack with a range of 100 feet, dealing 8d6 non-elemental damage.

Heat (Ex)

Djinn’s body deals 1d6 points of fire damage whenever he hits in melee, or in each round he grapples.

ECOLOGY

Environment underground
Organization solo, or accompanied by two Blood Bones
Treasure triple (+1 flaming falchion, other treasure)