DJINNI
FREQUENCY: Very rare
FREQUENCY: Very
rare ([Dungeon Level VI])
FREQUENCY:
Common ([Ethereal Plane])
NO. APPEARING: 1
(d%, 00 = Noble Djinni)
ARMOR CLASS: 4
MOVE: 9"/24"
HIT DICE: 7 + 3
% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS:
1 ~ 13
DAMAGE/ATTACK: 2-16
SPECIAL ATTACKS:
Whirlwind, magic use
SPECIAL DEFENSES:
Nil
INTELLIGENCE: Average-high
ALIGNMENT: Chaotic
good
SIZE: L (10' tall)
LEVEL/X.P. VALUE:
VI | 725 + 5
The djinn are creatures from the aerial plane.
The capture and enslavement
of djinn is better left to the device of the
referee. It is worth noting,
however, that a good master will typically
encourage a diinni to additional
effort and higher performance, while a
demanding and cruel master
encourages the opposite.
The social structure of Djinn
society is based on rule by a
Caliph
served by various nobles and officials (vizers, beys,
emirs,
sheiks, sherrifs, and maliks).
TALK: Djinn can speak their
own tongue and that of any person or beast with <semantics: person>
INT
they meet through a limited form of telepathy
which enables
them to speak appropriately.
Magic Use:
Their magical properties enable them to do any of the following once per
day:
create nutritious
food for 2-12 persons, create water
or wine for 2-12 persons, create soft
goods or wooden
items (up to about 16 cubic feet of the former, 9 cubic
feet of the latter)
with permanence, create metal items of short life span
(the harder the
metal the shorter the time it lasts, i.e. gold
has about a 24
hour existence,
diinni steel lasts only 1 hour) of up to about 1,000 gold piece weight,
create an illusion
with both visual and audial components
which will last
without concentration until magickally dispelled or touched,
become
invisible,
assume gaseous form,
wind
walk, or form a whirlwind.
<note: compare these to
material &
fabricate
in UA>
<note: more likely, minor creation>
<illusion = ?>
Djinn can travel the elemental
planes and the astral as well as the material
planes.
<plate
mail of etherealness, astral spell?,
astral
projection?>
<the
former is more likely, as djinn do not have psionic ability>
Whirlwind:
A djinni whirlwind is cone-shaped, 1" across the base, 3" across the top,
and up to 7" high
(according to the desire of the diinni). It requires one full
turn to form the
whirlwind and one full turn for it to dissolve. The
whirlwind lasts
1 melee round and causes from 2-12 hit points damage to
any non-aerial creature
it encounters and sweeps away and kills a11
creatures of under
two hit dice which it encounters. Djinn subjected to
attacks from creatures
based on the element of air take -1 on damage
caused thusly, and
"to hit" dice are also at a -1 penalty.
<compare to whirlwind
in OA>
Encumbrance:
Djinn are able to carry up to 600#, afoot or flying
without tiring.
They can carry double that weight for a short time -three
turns afoot, but
if flying with that weight the diinni can remain aloft for
only one turn (for
each 1,000 gold piece weight less than maximum add
one turn to walking or flying
time). Thereafter it must rest for six turns.
Aerial
Combat: 24", class A.
Djinn, like all creatures
from the aerial plane,
are nearly impossible to
catch in the air.
When a swooping creature
approaches them,
they simply move aside.
In addition,
their ability to create
illusions and become invisible ensures that all aerial combat will take
place only when and where the djinni desires.
They are openly contemptuous
of those who need wings to fly,
or magical aviators such
as magic-users and efreet.
The Djinn:
While the air elementals are invisible
and prefer the
wide open spaces of the
deepest parts of the plane, the djinn
appear as solid creatures
(though they may go gaseous and
retain their control over
this gaseous form in the high winds of the
plane). They tend to settle
pockets of other elemental material,
often scouring the AREA
for pockets of earth, fire, and water to add
to the grandeur of their
estates.
Djinn
are generally chaotic and good, and are governed by
loose confederations ruled
by caliphs. A caliph rules all those
djinn estates within 2 days'
travel, and is advised by 6 viziers
who help maintain the balance
of the landholdings.
A djinn
landhold is usually a pocket of elemental earth, anywhere
from 1,000 yards to several
miles across. Landholds are
crammed with buildings,
courtyards, gardens, fountains of
enchanted elemental water
(allowing the water to flow without
sentience), and sculptures
made of flames. In a typical djinn landhold
there are 10d3 djinn of
various ages and powers, as well
1d10 Jann,
and 1d10 elemental creatures of low intelligence who
serve as servants, pets,
or bodyguards. All are ruled by a djinn of
max. HP (the local sheik).
If a landhold is attacked by a
large force, a messenger
(usu. the youngest genie) is sent to
the next landhold, which
then sends aid and dispatches two more
messengers, and in this
fashion the entire nation is warned.
Air elementals
of any INT and power tend to treat the
djinn with derision, accusing
the djinn of turning their backs on
the purity of the plane
of Air. Djinn, in TURN, believe that the archomentals
are savage creatures unable
to understand the intrinsic beauty of a world of many elements.
- Manual of the Planes
(see also Elemental)
A noble diinni (1% chance)
is able to grant three wishes to his master,
but he will do no other
services, and upon granting
the third wish he is freed of servitude.
Noble diinni are as strong
as the efreet, have 10 HD, strike for 3-24 points
of
damage, and their whirlwind
causes 3-18 hit points of damage.
<make stat block for noble
djinni>
<moved>
<use Arabic font for
title>