Chaotic Good Large Monster (air, extraplanar) (10½-ft, 650-lbs)
FREQUENCY: Very rare
NO. APPEARING: 1
SURPRISE: 33%
SENSES: infravision
ARMOR CLASS: 4
MOVE: 9" — fly 24" (Class A)
HIT DICE: 7 + 3 (hp 35)
% IN LAIR: nil
TREASURE TYPE: nil
THAC0: 13
MELEE: slam (2d8) or by weapon type
SPECIAL ATTACKS: spell-like abilities - Hits As: +2
SPECIAL DEFENSES: elemental resistance
MAGIC RESISTANCE: Standard
INTELLIGENCE: Average to High (8-14)
MORALE: +38%
SAVES: Poison 10, Petrify 11, Wand 9, Breath 13, Spell 10
LANGUAGES: Djinni, telepathy
LEVEL: VI (XP 725 + 5 per hp)
The djinn are creatures from the aerial plane.
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, djinni steel lasts only 1 hour) of up to about 1,000 gold pieces weight,
— create an illusion with both visual and audial components which will last without concentration until magically dispelled or touched,
— become invisible,
— assume gaseous form,
— wind walk, or
— form a 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 djinni). 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 spreeps away and kills all creatures of under two hit dice which it encounters.
Djinn subjected to attacks from creatures based on the element of air take -l on damage caused thusly, and "to hit" dice are also at a -1 penalty.
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 djinni to additional effort and higher performance, while a demanding and cruel master encourages the opposite.
A noble djinni (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.
Djinn are able to carry up to 6,000 gold pieces weight, 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 djinni 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.
Djinn can speak their own tongue and that of any person or beast with intelligence they meet through a limited form of telepathy which enables them to speak appropriately.
Djinn can travel the elemental planes and the astral as well as the material planes.
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).
Noble djinni are as strong as the efreet, have 10 hit dice, strike for 3-24 points of damage, and their whirlwind causes 3-18 hit points of damage.
Neutral (tend toward Lawful Evil) Large Monster (extraplanar, fire) (12-ft, 2,000-lbs)
FREQUENCY: Very rare
NO. APPEARING: 1 (VII. 1)
SURPRISE: 33%
SENSES: infravision
ARMOR CLASS: 2
MOVE: 9" — fly 24" (Class A)
HIT DICE: 10 (hp 45)
% IN LAIR: nil
TREASURE TYPE: nil
THAC0: 10
MELEE: slam (3d8) or by weapon type
SPECIAL ATTACKS: spell-like abilities - Hits As: +3
SPECIAL DEFENSES: fire resistance
MAGIC RESISTANCE: Standard
INTELLIGENCE: Very (11-12)
MORALE: +50%
SAVES: Poison 8, Petrify 9, Wand 9, Breath 9, Spell 10
LANGUAGES: Efreeti, telepathy
LEVEL: VII (XP 1950 + 14 per hp)
The efreet are creatures from the Elemental Plane of Fire, just as djinn come from Plane of Air. They are enemies of the djinn and will always attack when they encounter them.
An efreeti is able to do the following once per day:
— Grant up to three wishes (and go free),
— become invisible,
— assume gaseous form,
— detect magic,
— enlarge (as a 10th level magic-user),
— polymorph self,
— create an illusion with both visual and audial components which will last without concentration until magically dispelled or touched, or
— create a wall of fire.
An efreeti can also produce flame or cause pyrotechnics as often as desired.
Attacks based on fire do no harm to efreet if the fire is of the "normal" sort; magical fire attacks are at -1 on both "to hit" and damage dice.
An efreeti can be forced to serve for a maximum of 1,001 days or by causing it to fulfill three wishes. They are not willing servants, and they will seek to pervert the intent of their masters by adhering to the letter of commands.
Efreet can carry up to 7,500 gold pieces weight, afoot or flying, without tiring. They can carry double weight for only a limited time — three turns afoot or but one turn aloft. For each 1,500 gold pieces of weight under 15,000 add one turn to either walking or flying time permitted. After carrying excess weight, the efreeti must rest for six full turns.
The efreet are able to communicate with any intelligent creature they encounter by means of a limited form of telepathy which enables them to understand and speak appropriately.
Efreet are able to travel the material, elemental, and astral planes.
The fabled City of Brass, citadel of the Efreet, is on the plane from whence they come. Capture of an efreeti is possible there, but tens or even hundreds of efreet would possibly have to be faced also. Efreet are infamous for their dislike of servitude, their desire for revenge, their cruel nature, and their ability to mislead. A powerful Sultan rules the Efreet. He is served by many different sorts of nobles and officials (pashas, deys, amirs, valis, and maliks).
Neutral (Good) Man-sized Monster (6½-ft, 200-lbs)
FREQUENCY: Very rare
NO. APPEARING: 1-2 (10%: 1-8)
SURPRISE: 33%
SENSES: infravision
ARMOR CLASS: 2 (Base AC 5)
MOVE: 12" — fly 30" (Class A)
HIT DICE: 6 + 2 (hp 29)
% IN LAIR: nil
TREASURE TYPE: nil
THAC0: 13
MELEE: by weapon type
SPECIAL ATTACKS: spell-like abilities, strong (Str 18+) - Hits As: +2
SPECIAL DEFENSES: none
MAGIC RESISTANCE: Standard
INTELLIGENCE: Very to Exceptional (11-16)
MORALE: +32%
SAVES: Poison 10, Petrify 11, Wand 9, Breath 13, Spell 10
LANGUAGES: Djinni, Common, can speak with animals
LEVEL: VI (XP 975 + 6 per hp)
The race of the jannee is the weakest of the elemental humanoids (cf., dao, djinni, efreeti, marid) collectively known as genies, because a jann is formed out of all 4 of the elements and must therefore spend most of his or her time on the Prime Material Plane.
They typically use large scimitars (equal to bastard swords) and composite longbows. Male jannee have Strength ranging from 18/01 to 18/00 and females from 17 (roll of 01-50) to 18/50 (roll of 51-00).
In addition to the ability to fly, jannee have the following spell-like powers which they can employ at will, 1 at a time, 1 per melee round: Jannee perform at 12th level ability, except as noted.
— [enlarge]/[reduce] twice each per day,
— invisibility 3 times per day,
— create food and water once per day as a 7th-level cleric, and
— etherealness once per day for a maximum of 1 hour.
Jannee often (60%) wear chainmail armor which gives an effective armor class of 2.
Jannee are able to dwell in air, earth, fire, or water environments for up to 48 hours. This includes the Elemental planes, to which any jann can travel, even taking up to 6 individuals along if those persons hold hands in a circle with it.
Failure to return to the Prime Material Plane inflicts 1 point of damage per hour on the jann, until a return to that plane occurs or until death. Travel to other Elemental planes is possible, sans damage, providing at least 2 days were spent on the Prime Material Plane immediately prior to the travel.
In addition to speaking the Common tongue and the various languages of geniekind, jannee are able to speak with animals.
Jannee tend to be suspicious of humans. They do not like demihumans, and detest humanoids. Jannee will accept djinn, but shun daos, efreet, and marids.
They favor dwelling in forlorn desert areas at hidden oases, where they have privacy and safety. They will sometimes befriend humans or work with them for some desired reward such as potent magic items.
The society of jannee is very open, and males and females are regarded as equals. A group of 11-30 individuals typically makes up a tribe ruled by a sheik and 1-2 viziers. Exceptionally powerful sheiks are given the title of amir, and in time of need they gather and command large forces of jannee (and allied humans at times).
Jannee leaders have genius Intelligence, higher hit dice (up to 8 + 4 for sheiks, 9 + 5 for amirs) and greater Strength (19 possible 10% of the time). Viziers have Intelligence of genius to supra-genius and the following spell-like powers: augury, detect magic, and divination, 3 times per day each at 12th level ability.