Genie, Djinni [418]

Climat/Terrain Air
Organisation Caliphate
Fréquence Très rare
Diète Omnivore
Cycle d'activité Day
Intelligence 13-14 - Hautement intelligent
Trésor Nil
Alignement Chaotic Neutre
Nombres 1
Classe d'armure 4
Mouvement Au sol : 9"
Vol : 24 - Classe de vol : A
Nage :
Enfouissement :
Web :
Dés de vie 7+3
Thac0 13
Nbre d'attaques 1
Dommage / attaques 2-16
Attaques spéciales See below
Défenses spéciales See below
Résistance à la magie Nil
Taille L - larger than man-sized ( 7+' to 12' )
(10½’ tall)
Morale 13-14 - Elite
Valeur en XP 5000 xp

Commentaires : Genies come from the elemental planes. There, among their own kind, they are have their own societies. Genies are sometimes encountered on the Prime Material plane and are often summoned specifically to perform some service for a powerful wizard or priest. All genies can travel to any of the elemental planes, as well as the Prime Material and Astral planes. Genies speak their own tongue and that of any intelligent beings they meet through a limited form of telepathy.
The djinn are genies from the elemental plane of Air. It should be noted that “djinn” is the plural form of their name, while “djinni” is the singular.
Combat : The djinn’s magical nature enables them to do any of the following once per day: create nutritious food for 2d6 persons and create water or create wine for 2d6 persons; create soft goods (up to 16 cubic feet) or create wooden items (up to 9 cubic feet) of a permanent nature; create metal, up to 100 pounds weight with a short life span (the harder the metal the less time it lasts; gold has about a 24 hour existence while djinni steel lasts only one hour); create illusion as a 20th-level wizard with both visible and audible components, which last without concentration until touched or magically dispelled; use invisibility, gaseous form, or wind walk.

Once per day, the genie can create a whirlwind, which the it can ride or even direct at will from a distance. The whirlwind is a cone-shaped spiral, measuring up to 10 feet across at its base, 40 feet across at the top, and up to 70 feet in height (the djinni chooses the dimensions). Its maximum speed is 18, with maneuverability class A. The whirlwind’s base must touch water or a solid surface, or it will dissolve. It takes a full turn for the whirlwind to form or dissolve. During that time, the whirlwind inflicts no damage and has no other effect. The whirlwind lasts as long as the djinni concentrates on it, moving at the creature’s whim. If the whirlwind strikes a non-aerial creature with fewer than 2 Hit Dice, the creature must make a saving throw vs. breath weapon for each round of contact with the whirlwind, or be swept off its feet, battered, and killed. Hardier beings, as well as aerial or airborne creatures, take 2d6 points of damage per round of contact with the whirlwind.

A djinni can ride its whirlwind and even take along passengers, who (like the djinni) suffer no damage from the buffeting winds. The whirlwind can carry the genie and up to six man-sized or three genie-sized companions.

Airborne creatures or attacks receive a -1 penalty to attack and damage rolls against a djinni, who also receives a +4 bonus to saving throws against gas attacks and air-based spells.

Djinn are nearly impossible to capture by physical means; a djinni who is overmatched in combat usually takes to flight and uses its whirlwind to buffet those who follow. Genies are openly contemptuous of those life forms that need wings or artificial means to fly and use illusion and invisibility against such enemies. Thus, the capture and enslavement of djinn is better resolved by the DM on a case-by-case basis. It is worth noting, however, that a good master will typically encourage a djinni to additional effort and higher performance, while a demanding and cruel master encourages the opposite.

Djinn are able to carry up to 600 pounds, on foot or flying, without tiring. They can carry double that for a short time: three turns if on foot, or one turn if flying. For each 100 pounds below the maximum, add one turn to the time a djinni may walk or fly before tiring. A fatigued djinni must rest for an hour before performing any additional strenuous activity.
Habitat / Société : The djinn’s native land is the elemental plane of Air, where they live on floating islands of earth and rock, anywhere from 1,000 yards to several miles across. They are crammed with buildings, courtyards, gardens, fountains, and sculptures made of elemental flames. In a typical djinn landhold there are 3dl0 djinn of various ages and powers, as well as 1d10 jann and 1d10 elemental creatures of low intelligence. All are ruled by the local sheik, a djinn of maximum hit points.

The social structure of Djinn society is based on rule by a caliph, served by various nobles and officials (viziers, beys, emirs, sheiks, sheriffs, and maliks). A caliph rules all the djinn estates within two days’ travel, and is advised by six viziers who help maintain the balance of the landholdings. If a landhold is attacked by a large force, a messenger (usually the youngest djinni) is sent to the next landhold, which sends aid and dispatches two more messengers to warn the next landholds; in this fashion the entire nation is warned.
Noble Djinn

Some djinn (1%) are “noble” and are able to grant three wishes to their masters. Noble djinn perform no other services and, upon granting the third wish are freed of their servitude. Noble djinn are as strong as efreet, with 10 Hit Dice. They strike for 3d8 points of damage, and the whirlwinds they create cause 3d6 hit points of damage.