DJINN

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Drema Djinni

CR 8

XP 4,800

CG Medium outsider (air) mystic

Init +4; Senses darkvision 60 ft., blindsense 60 ft.(air currents);

DEFENCE Perception +16

HP 105

EAC 18; KAC 22

Fort +7; Ref +7; Will +11 Acid Resist 15 Sonic Resist 5

Airborne creatures take a –1 penalty on attack and damage rolls against a djinni.

Ranged Energy Attacks miss a djinn 10% of the time

Ranged Kinetic Attacks miss 15% of the time.

OFFENCE

Speed 35 ft., fly 60 ft. (perfect)

Melee Fist +13 (1d12+8 B; critical: ~~~)

Ranged Hurled Object +15 (2d6+8 P; critical: stunned)

Offensive abilities whirlwind

Mystic Spells Known (CL 8th; ranged +15)

3rd (3/day) - Mystic Cure (Level 3) (DC 20), Remove Affliction (DC 20)

2nd (6/day) - Augury (DC 19), Fog Cloud, Remove Condition (DC 19), Restoration (Lesser) (DC 19)

1st (at will) - Disguise Self (DC 18), Wisp Ally

Plane Shift 1x week; Shadow Walk: 1x week; Creation: 1x day (see Below) Holographic Image 1x hour; Hurl Object: 1x hour.(as TK, but air based)

STATISTICS

Str +2; Dex +2; Con +4; Int +2; Wis +6; Cha +2

Skills Acrobatics +21, Bluff +21, Culture +16, Mysticism +21, Sleight of Hand +21

Profession: (Craft or Trader) +5; Sense Motive +5; Engineer (Craft) +5; Stealth +5

Languages Auran, Celestial, Common

Note: Half of the damage dealt by its natural attacks becomes electricity damage;

Gains the extraplanar subtype when it isn't on the Elemental Plane of Air.

MYSTIC ABILITIES

Resolve points 5 Basic Telepathy 90 ft.

Mystic abilities Discern Lies - 3 x day; Walk the Void - 1x day.

Mystic special rules mystic connection: Akashic Lore: especially as regards treasure, hoards, trade goods, wealth, and the mercantile arts.

Mystic gear Light armor - Light armor Price: 10000 EAC: 7 KAC: 9 Max Dex : 7 Armor Check Penalty: - Speed Adjustment: - Upgrade Slots: 1 Bulk: 1 (Purple Force Field)

small arm - Plasma Gun Small arm - 1H Lvl: 8 Price: 9600 Dmg: 3d4 E & F Rng: 60 ft. Crit: Burn Cap: 24 rounds Use: 1 Bulk: L Special: Quick Reload

basic melee weapon - Vinson Dyn. Mace Basic melee - 1H Level: 9 Price: 14100 Damage: 3d4 B Critical: Staggered Bulk: L Special: Analog

SPECIAL ABILITIES

Traders: Djinn can appraise, evaluate goods, haggle, bargain, and know value of items and services discussed.

Whirlwind (Ex Or Su) The creature can transform into a whirlwind. Unless otherwise specified, the creature can remain in whirlwind form for a number of rounds equal to half its CR. If the creature has a fly speed, it retains that in its whirlwind form. If it does not have a fly speed, it gains an extraordinary fly speed (with average maneuverability) equal to its base speed. A creature in whirlwind form can move freely into and through other creatures' spaces, and it does not provoke attacks of opportunity as a result of its movement. The base of a creature in whirlwind form occupies a 5-foot square, and the whirlwind is twice as wide at its top as its base and has a height equal to four times the width of its base; this doesn't change the size category of the creature. If a creature is Large or larger, it can vary the size of its whirlwind form up to a maximum of a base equal to its normal space as a swift or move action. A creature in whirlwind form does not threaten any spaces around it, and it cannot make its normal attacks. If a creature in whirlwind form enters the space of another creature, that creature must succeed at a Fortitude save with the listed DC or take the whirlwind's listed damage. If the whirlwind covers all of the creature's space, the creature must also succeed at a Reflex save or be picked up by the whirlwind and carried along with it. A carried creature is flatfooted, grappled, and off-target, and it automatically takes the whirlwind's damage at the beginning of its turn. If the carried creature can fly, it can attempt a Reflex save as a move action, escaping on a successful save. If a carried creature does not escape, it can attempt a Fortitude save; if it succeeds, it can take any remaining actions it has on its turn (other than movement). On a failed save, the carried creature is unable to act until its next turn or until the whirlwind releases it. A creature in whirlwind form can carry up to two creatures of its size, with the total number it can carry doubling for every size category the affected creatures are smaller than the whirlwind. The creature in whirlwind form can eject a carried creature at any time during its turn, dropping the carried creature in a space of its choice adjacent to its position at the time of ejection. At the GM's discretion, if the whirlwind is in contact with dirt, gases, water, or other material that can be easily drawn into it, the whirlwind blocks all vision within it (including darkvision) and blocks line of sight through it. Guidelines This ability is generally usable once per day, plus one additional time per day for every 5 CR the creature has. The amount of damage the whirlwind deals should be the same as the creature's standard melee damage. Whirlwinds normally deal bludgeoning damage.

ECOLOGY

Environment any (usually Plane of Air)

Organization solitary, pair, company (1 + 3–6 ordinary djinni), or band (1-3 + 6–8 ordinary djinni)

Treasure standard (see above)

The djinn (singular djinni) are spirits originally from the Plane of Air. They are said to be made of the stuff of clouds, with the strength of the mightiest storms. Modern djinn are about 7 feet tall and weighs about 400 pounds.

Djinn disdain physical combat, preferring to use their magical powers and aerial abilities against foes, plus they keep a blaster handy at their side for the more disgusting specimens of the universe.. A djinni overmatched in combat usually takes flight and becomes a whirlwind to harass those who follow. When faced with no other option than melee combat, some of them like to plane shift or shadow walk immediately after striking to avoid retaliation.

Among other spirits, djinn get along well with fey and air elementals, and some dragons.

They have as a race, mostly lost the ability to grant wishes. They have others skills which can be exploited, and can be bargained with or easily bound into a (non-implanted) spell cache.

There is a planet. far out in the Drift, called Revlazak, where exists a colony of Djinn, Half-Djinn, and their sorcerous cousins.

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