Species | Genie |
Subspecies | Djinn |
Size | Large |
Type | Outsider (Air, Extraplanar) |
Hit Dice | 7d8+14 (45 hp) |
Speed | 20 ft. (4 squares), fly 60 ft. (perfect) |
Abilities | Str 18, Dex 19, Con 14, Int 14, Wis 15, Cha 15 |
Special Qualities | Darkvision 60 ft., immunity to acid, plane shift, telepathy 100 ft. |
Environment | Elemental Plane of Air |
Organization | Solitary, company (2-4), or band (6-15) |
Treasure | Standard |
Alignment | Always chaotic good |
Advancement | 8-10 HD (Large 11-21 (Huge) |
Level Adjustment | +6 |
Skills |
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Appraise +12, Concentration +12, Craft (any one) +12, Diplomacy +4, Escape Artist +14, Knowledge (any one) +12, Listen +12, Move Silently +14, Sense Motive +12, Spellcraft +12, Spot +12, Use Rope +4 (+6 with bindings) |
Feats |
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Combat Casting, Combat Reflexes, Dodge, Improved Initiative |
Combat | |
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Initiative | +8 |
Armor Class (AC) | 16 (-1 size, +4 Dex, +3 natural), touch 13, flat-footed 12 |
Base Attack | +7/+15 |
Attack | Slam +10 melee (1d8+4) |
Full Attack | 2 slams +10 melee (1d8+4) |
Space/Reach | 10 ft./10 ft. |
Special Attacks | Air mastery, spell-like abilities, whirlwind |
Saves | Fort +7, Ref +9, Will +7 |
Description |
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Genies are humanlike beings who dwell on the elemental planes. They are famous for their strength, guile, and skill with illusion magic. Combat Genies prefer to outmaneuver and outthink their foes. They are not too proud to flee if it means they’ll live to fight another day. If trapped, they bargain, offering treasure or favors in return for their lives and freedom. Plane Shift (Sp) A genie can enter any of the elemental planes, the Astral Plane, or the Material Plane. This ability transports the genie and up to eight other creatures, provided they all link hands with the genie. It is otherwise similar to the spell of the same name (caster level 13th). |