Chaotic Good Large Monster (air, extraplanar) (10½-ft tall)
FREQUENCY: Very rare
NO. APPEARING: 1
SURPRISE: 33%
SENSES: infravision
ARMOR CLASS: 4
MOVE: 9" — fly 24" (Class A)
HIT DICE: 7 + 3 (hp 52)
% 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 (fire, extraplanar) (12-ft tall)
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).