Genies are humanlike beings who dwell on the elemental planes. They are famous for their strength, guile, and skill with illusion magic.
Genies sometimes use the Material Plane as a neutral ground for meeting (or fighting) others of their kind or collecting goods not readily available on their home planes.
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 plane shift spell (caster level 13th).
The statistics block below contains details for more than one shape, size, or type of this creature. Use the horizontal scrollbar below it to display the desired one or select from the links below that.
| Djinni Large Outsider (Air, Extraplanar) |
Noble Djinni Large Outsider (Air, Extraplanar) |
|
|---|---|---|
| Hit Dice: | 7d8+14 (45 hp) | 10d8+20 (65 hp) |
| Initiative: | +8 | +8 |
| Speed: | 20 ft. (4 squares), fly 60 ft. (perfect) | 20 ft. (4 squares), fly 60 ft. (perfect) |
| Armor Class: | 16 (–1 size, +4 Dex, +3 natural), touch 13, flat-footed 12 | 16 (–1 size, +4 Dex, +3 natural), touch 13, flat-footed 12 |
| Base Attack/Grapple: | +7/+15 | +7/+15 |
| Attack: | Slam +10 melee (1d8+4) | Slam +10 melee (1d8+4) |
| Full Attack: | 2 slams +10 melee (1d8+4) | 2 slams +10 melee (1d8+4) |
| Space/Reach: | 10 ft./10 ft. | 10 ft./10 ft. |
| Special Attacks: | Air mastery, spell-like abilities, whirlwind | Air mastery, spell-like abilities, whirlwind |
| Special Qualities: | Darkvision 60 ft., immunity to acid, plane shift, telepathy 100 ft. | Darkvision 60 ft., immunity to acid, plane shift, telepathy 100 ft. |
| Saves: | Fort +7, Ref +9, Will +7 | Fort +9, Ref +12, Will +9 |
| Abilities: | Str 18, Dex 19, Con 14, Int 14, Wis 15, Cha 15 | Str 23, Dex 20, Con 14, Int 14, Wis 15, Cha 15 |
| Skills: | 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) | 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: | Combat Casting, Combat Reflexes, Dodge, Improved Initiative [bonus] | Combat Casting, Combat Reflexes, Dodge, Improved Initiative [bonus], One other feat |
| Environment: | Elemental Plane of Air | Elemental Plane of Air |
| Organization: | Solitary, company (2-4), or band (6-15) | Solitary, company (2-4), or band (6-15) |
| Challenge Rating: | 5 | 8 |
| Treasure: | Standard | Standard |
| Alignment: | Always chaotic good | Always chaotic good |
| Advancement: | 8-10 HD (Large); 11-21 (Huge) | 11-21 (Huge) |
| Level Adjustment: | +6 | +9? |
Djinni • Noble Djinni
The being looks like a well-formed human with a dark complexion, but nearly twice as tall.
The djinn (singular djinni) are genies from the Elemental Plane of Air. They live on floating islands of earth and rock, anywhere from 3,000 feet to several miles across, crammed with buildings, courtyards, gardens, fountains, and sculptures. Each island is ruled by a local sheik.
The structure of djinn society is based on rule by a caliph served by various nobles and officials (viziers, beys, amirs, sheiks, sharifs, and maliks). A caliph rules all djinn estates within two days’ travel and is advised by six viziers who help maintain the balance of the landholds.
If a large force attacks a landhold, 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, thus alerting the entire nation.
A djinni is about 10½ feet tall and weighs about 1,000 pounds.
Djinn speak Auran, Celestial, Common, and Ignan.
Djinn disdain physical combat, preferring to use their magical powers and aerial abilities against foes. A djinni overmatched in combat usually takes flight and becomes a whirlwind to harass those who follow.
Air Mastery (Ex): Airborne creatures take a –1 penalty on attack and damage rolls against a djinni.
Spell-Like Abilities: At will—invisibility (self only); 1/day—create food and water, create wine (as create water, but wine instead), major creation (created vegetable matter is permanent), persistent image (DC 17), wind walk. Once per day, a djinni can assume gaseous form (as the spell) for up to 1 hour. Caster level 20th. The save DCs are Charisma-based.
Whirlwind (Su): A djinni can transform itself into a whirlwind once every 10 minutes and remain in that form for up to 7 rounds. In this form, it can move through the air or along a surface at its fly speed.
The whirlwind is 5 feet wide at the base, up to 30 feet wide at the top and up to 50 feet tall. The djinni controls the exact height, but it must be at least 10 feet.
A djinni’s movement while in whirlwind form does not provoke attacks of opportunity, even if the djinni enters the space another creature occupies. Another creature might be caught in the whirlwind if it touches or enters the whirlwind, or if the djinni moves into or through the creature’s space.
Creatures one or more size categories smaller than the djinni might take damage when caught in the whirlwind and be lifted into the air. An affected creature must succeed on a DC 20 Reflex save when it comes into contact with the whirlwind or take 3d6 points of damage. It must also succeed on a second DC 20 Reflex save or be picked up bodily and held suspended in the powerful winds, automatically taking 1d8 points of damage each round. A creature with a fly speed is allowed a DC 20 Reflex save each round to escape the whirlwind. The creature still takes damage but can leave if the save is successful. The save DC is Strength-based and includes a +3 racial adjustment.
Creatures trapped in the whirlwind cannot move except to go where the djinni carries them or to escape the whirlwind. Creatures caught in the whirlwind can otherwise act normally, but must make a Concentration check (DC 15 + spell level) to cast a spell. Creatures caught in the whirlwind take a –4 penalty to Dexterity and a –2 penalty on attack rolls. The djinni can have only as many trapped inside a whirlwind at one time as will fit inside the whirlwind’s volume.
The djinni can eject any carried creatures whenever it wishes, depositing them wherever the whirlwind happens to be.
If the whirlwind’s base touches the ground, it creates a swirling cloud of debris. This cloud is centered on the djinni and has a diameter equal to half the whirlwind’s height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment. Those caught in the cloud must succeed on a Concentration check (DC 15 + spell level) to cast a spell.
A djinni in whirlwind form cannot make melee attacks and does not threaten the area around it.
Some djinn (1% of the total population) are noble. A noble djinni can grant three wishes to any being (nongenies only) who captures it. Noble djinn perform no other services and, upon granting the third wish, are free of their servitude. Noble djinn are as strong as efreet (see below), with 10 Hit Dice.
Source: Monster Manual (version 3.5), page 114.
| Hit Dice: | 10d8+20 (65 hp) |
| Initiative: | +7 |
| Speed: | 20 ft. (4 squares), fly 40 ft. (perfect) |
| Armor Class: | 18 (–1 size, +3 Dex, +6 natural), touch 12, flat-footed 15 |
| Base Attack/Grapple: | +10/+20 |
| Attack: | Slam +15 melee (1d8+6 plus 1d6 fire) |
| Full Attack: | 2 slams +15 melee (1d8+6 plus 1d6 fire) |
| Space/Reach: | 10 ft./10 ft. |
| Special Attacks: | Change size, heat, spell-like abilities |
| Special Qualities: | Darkvision 60 ft., immunity to fire, plane shift, telepathy 100 ft., vulnerability to cold |
| Saves: | Fort +9, Ref +10, Will +9 |
| Abilities: | Str 23, Dex 17, Con 14, Int 12, Wis 15, Cha 15 |
| Skills: | Bluff +15, Craft (any one) +14, Concentration +15, Diplomacy +6, Disguise +2 (+4 acting), Intimidate +17, Listen +15, Move Silently +16, Sense Motive +15, Spellcraft +14, Spot +15 |
| Feats: | Combat Casting, Combat Reflexes, Dodge, Improved Initiative [bonus], Quicken Spell-Like Ability (scorching ray) |
| Environment: | Elemental Plane of Fire |
| Organization: | Solitary, company (2–4), or band (6–15) |
| Challenge Rating: | 8 |
| Treasure: | Standard coins; double goods; standard items |
| Alignment: | Always lawful evil |
| Advancement: | 11–15 HD (Large); 16–30 HD (Huge) |
| Level Adjustment: | — |
This being looks like a mighty giant with brick-red skin, fiery eyes, small horns, and jutting tusks.
The efreet (singular efreeti) are genies from the Elemental Plane of Fire. They are said to be made of basalt, bronze, and congealed flames.
Efreet are infamous for their hatred of servitude, desire for revenge, cruel nature, and ability to beguile and mislead. Their primary home is the fabled City of Brass, but there are many efreet outposts throughout the Elemental Plane of Fire, military stations for watching or harassing others on the plane. Efreet are enemies of the djinn and attack them whenever they meet.
The efreet are ruled by a grand sultan who makes his home in the City of Brass. He is advised by a variety of beys, amirs, and maliks concerning actions on the plane, and by six great pashas who deal with efreet business on the Material Plane. The City of Brass is a huge citadel that is home to the majority of efreet. It hovers in the hot regions of the plane and is bordered by seas and lakes of glowing magma. The city sits upon a hemisphere of glowing brass some 40 miles in diameter. From the upper towers rise the minarets of the great bastion of the sultan’s palace, which is said to hold vast riches.
The city’s population far outnumbers that of any of the great cities of the Material Plane.
An efreeti stands about 12 feet tall and weighs about 2,000 pounds.
Efreet speak Auran, Common, Ignan, and Infernal.
Efreet love to mislead, befuddle, and confuse their foes. They do so for enjoyment as well as a battle tactic.
Change Size (Sp): Twice per day, an efreeti can magically change a creature’s size. This works just like an enlarge person or reduce person spell (the efreeti chooses when using the ability), except that the ability can work on the efreeti. A DC 13 Fortitude save negates the effect. The save DC is Charisma-based. This is the equivalent of a 2nd-level spell.
Heat (Ex): An efreeti’s red-hot body deals 1d6 points of extra fire damage whenever it hits in melee, or in each round it maintains a hold when grappling.
Spell-Like Abilities: At will—detect magic, produce flame, pyrotechnics (DC 14), scorching ray (1 ray only); 3/day—invisibility, wall of fire (DC 16); 1/day—grant up to three wishes (to nongenies only), gaseous form, permanent image (DC 18), polymorph (self only). Caster level 12th. The save DCs are Charisma-based.
Source: Monster Manual (version 3.5), page 115.
| Hit Dice: | 6d8+6 (33 hp) |
| Initiative: | +6 |
| Speed: | 20 ft. (4 squares), fly 15 ft. (perfect) in chainmail; base land speed 30 ft., base fly speed 20 ft. (perfect) |
| Armor Class: | 18 (+2 Dex, +1 natural, +5 chainmail), touch 12, flat-footed 16 |
| Base Attack/Grapple: | +6/+9 |
| Attack: | Scimitar +9 melee (1d6+4/18–20) or longbow +8 ranged (1d8/×3) |
| Full Attack: | Scimitar +9 melee (1d6+4/18–20) or longbow +8 ranged (1d8/×3) |
| Space/Reach: | 5 ft./5 ft. |
| Special Attacks: | Change size, spell-like abilities |
| Special Qualities: | Darkvision 60 ft., elemental endurance, plane shift, resistance to fire 10, telepathy 100 ft. |
| Saves: | Fort +6, Ref +7, Will +7 |
| Abilities: | Str 16, Dex 15, Con 12, Int 14, Wis 15, Cha 13 |
| Skills: | Appraise +11, Concentration +10, Craft (any two) +11, Diplomacy +3, Escape Artist +6, Listen +11, Move Silently +6, Ride +11, Sense Motive +11, Spot +11, Use Rope +2 (+4 with bindings) |
| Feats: | Combat Reflexes, Dodge, Improved Initiative [bonus], Mobility |
| Environment: | Warm deserts |
| Organization: | Solitary, company (2–4), or band (6–15) |
| Challenge Rating: | 4 |
| Treasure: | Standard |
| Alignment: | Usually neutral |
| Advancement: | 7–9 HD (Medium); 10–18 HD (Large) |
| Level Adjustment: | +5 |
This creature looks like a tall human. It stands proudly, with a regal bearing that is almost palpable.
The jann (singular janni) are the weakest of the genies. Jann are formed out of all four elements and must therefore spend most of their time on the Material Plane. They favor forlorn deserts and hidden oases, where they have both privacy and safety.
Jann society is very open, treating males and females as equals. Each tribe is ruled by a sheik and one or two viziers. Exceptionally powerful sheiks are given the title of amir, and in times of need they gather and command large forces of jann (and sometimes allied humans).
Many jann bands are nomadic, traveling with herds of camels, goats, or sheep from oasis to oasis. These itinerant jann are often mistaken for humans—until they are attacked. The territory of a jann tribe can extend for hundreds of miles.
Jann speak Common, one elemental language (Aquan, Auran, Ignan, or Terran) and one alignment language (Abyssal, Celestial, or Infernal).
Jann are physically strong and courageous, and do not take kindly to insult or injury. If they meet a foe they cannot defeat in a standup fight, they use flight and invisibility to regroup and maneuver to a more advantageous position.
Change Size (Sp): Twice per day, a janni can magically change a creature’s size. This works just like an enlarge person or reduce person spell (the janni chooses when using the ability), except that the ability can work on the janni. A DC 13 Fortitude save negates the effect. The save DC is Charisma-based. This is the equivalent of a 2nd-level spell.
Spell-Like Abilities: 3/day—invisibility (self only), speak with animals. Caster level 12th. Once per day a janni can create food and water (caster level 7th) and can use ethereal jaunt (caster level 12th) for 1 hour. The save DCs are Charisma-based.
Elemental Endurance (Ex): Jann can survive on the Elemental Planes of Air, Earth, Fire, or Water for up to 48 hours. Failure to return to the Material Plane before that time expires causes a janni to take 1 point of damage per additional hour spent on the elemental plane, until it dies or returns to the Material Plane.
Janni characters possess the following racial traits.
Source: Monster Manual (version 3.5), page 116.