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Djinn

by John Walter Biles

Djinn are friendly air spirits from the Elemental Plane of Air; they form a loose feudal society which is in fierce opposition to that of the Efreet. Every Djinn practices Ritual Magic to some greater or lesser extent, though some specialise. They are often conjured in order to tap that expertise.

Djinn Warrior, Level 19 Skirmisher
Large elemental humanoid (air) XP 2400
Initiative +18 Senses Perception +10
Resist Cold 15
HP 178; Bloodied 89
AC 33; Fortitude 31, Reflex 32, Will 31
Speed 9, Fly 12
m Fist (standard; at-will)
+24 vs. AC; 3d6+8 damage
C Whirlwind (standard; Refresh 5-6)
Close Burst 3; +22 vs. Fortitude; 2d6+7 damage and push 6
Illusory Fog (standard; Refresh 5-6) | Psychic
Close Burst 3; +22 vs. Fortitude; 2d6+7 Psychic damage to enemies, who grant combat advantage until the end of his next turn; allies gain total concealment until the end of his next turn.
Mobile Skirmisher
If the Djinn moves 4 or more squares in one turn, it adds +2d6 to its Fist damage
Invisibility (Minor) | Illusion
The Djinn turns invisible until it attacks or until the end of its next turn. Sustain Minor: The invisibility lasts another turn.
Mist Form (standard; encounter) | Polymorph
The Djinn becomes insubstantial and still flies at speed 12, but cannot make attacks. The Djinn can remain in mist form for up to 1 hour or end the effect as a minor action.
Alignment Good Languages Common, Primordial
Skills Arcana +19, Insight +15
Str 22 (+15) Dex 25 (+16) Wis 12 (+10)
Con 18 (+13) Int 20 (+14) Cha 16 (+12)
Equipment Rituals Book

Djinn Warriors are the most common sort of Djinn, forming the armies of Djinn-kind...such as they are. They have a basic knowledge of ritual magics, but are not so good at it as specialists. Djinn prefer hit and run warfare tactics, especially the Djinn Warriors.

Djinn Windmaster, Level 20 Artillery
Large elemental humanoid (air) XP 2800
Initiative +18 Senses Perception +10
Resist Cold 15
HP 142; Bloodied 71
AC 32; Fortitude 30, Reflex 32, Will 30
Speed 9, Fly 12
m Fist (standard; at-will)
+23 vs. AC; 2d6+7 damage
R Howling Winds Strike (standard; at-will)
+25 vs. AC; 3d6+8 Cold damage
Icicle-Forming Strike (Refresh 5-6)
+23 vs. Fortitude; 2d10 +7 Cold Damage and Slow (save ends). After First Save: If first save was failed, you are immobilised (save ends)
C Whirlwind (standard; Refresh 5-6)
Close Burst 3; +23 vs. Fortitude; 2d6+7 damage and push 6
C Windstorm (standard; Refresh 5-6)
Burst 2 within 10 squares; +23 vs. Reflex; 2d6+7 Cold damage and 10 ongoing Cold Damage
Invisibility (Minor) | Illusion
The Djinn turns invisible until it attacks or until the end of its next turn. Sustain Minor: The invisibility lasts another turn.
Mist Form (standard; encounter) | Polymorph
The Djinn becomes insubstantial and still flies at speed 12, but cannot make attacks. The Djinn can remain in mist form for up to 1 hour or end the effect as a minor action.
Alignment Good Languages Common, Primordial
Skills Arcana +19, Insight +20, Nature +20
Str 20 (+15) Dex 25 (+17) Wis 20 (+15)
Con 16 (+13) Int 20 (+15) Cha 16 (+13)
Equipment Rituals Book

Windmasters are skilled ritualists and masters in control of elemental air, which they use to batter their foes from a distance.

Djinn Swordsmasters, Level 21 Soldiers
Large elemental humanoid (air) XP 3200
Initiative +18 Senses Perception +10
Resist Cold 20
HP 200; Bloodied 100
AC 37; Fortitude 35, Reflex 33, Will 32
Speed 9, Fly 12
m Scimitar (standard; at-will)
+28 vs. AC; 3d6+8 damage
C Whirlwind (standard; Refresh 5-6)
Close Burst 3; +26 vs. Fortitude; 2d6+7 damage and push 6
Feather in the Wind (standard; Refresh 5-6)
+28 vs. AC; 3d8+8 damage and push the target 3 squares. He may then shift 3 squares to remain adjacent to him.
Tail Wind (Move; encounter)
The Djinn Swordmaster and all allies within 5 squares of him may shift up to 3 squares. Sustain Minor: Add +1 to the movement of all allies within 5 squares for this turn.
Countervailing Winds
The Djinn Swordmaster reduces all movement imposed on him by 2 (Pushes, Pulls, and Slides).
Invisibility (Minor; encounter) | Illusion
The Djinn turns invisible until it attacks or until the end of its next turn. Sustain Minor: The invisibility lasts another turn.
Mist Form (standard; encounter) | Polymorph
The Djinn becomes insubstantial and still flies at speed 12, but cannot make attacks. The Djinn can remain in mist form for up to 1 hour or end the effect as a minor action.
Alignment Good Languages Common, Primordial
Skills Arcana +18, Diplomacy +20, Insight +18, Intimidate +20
Str 26 (+18) Dex 22 (+16) Wis 16 (+13)
Con 24 (+17) Int 16 (+13) Cha 20 (+15)
Equipment Rituals Book, Scimitar

Djinn Swordmasters often act as bodyguards for important Djinn or those under their protection. They also lead small forces of Djinn (large forces are led by Djinn nobles). They are sometimes summoned by rituals for those looking for a very potent bodyguard. The most skilled usually bear enchanted weapons.

Djinn Nobleman, Level 24 Controller
Large elemental humanoid (air) XP 6050
Initiative +17 Senses Perception +18
Immune Cold
HP 200; Bloodied 100
AC 38; Fortitude 36, Reflex 36, Will 36
Speed 9, Fly 12
m Scimitar (standard; at-will)
+28 vs. AC; 3d6+8 damage
C Whirlwind (standard; Refresh 5-6)
Close Burst 3; +28 vs. Fortitude; 2d6+8 damage and push 6
Chilling Fog (standard; Refresh 5-6) | Cold, Illusion
Burst 3 within 20 squares; +28 vs. Will; 2d6+8 Cold damage and Slow (save ends); until the end of his next turn, the area of effect blocks line of sight and provides total concealment to all allies.
Cloud Kill (standard; Encounter) | Arcane, Poison
Burst 3 within 20 squares; +28 vs. Fortitude; 2d6+8 Poison damage and 15 ongoing Poison Damage (save ends)
Storm Master (standard; Encounter) | Arcane, Lightning, Thunder, Zone
Close Burst 4; +28 vs. Reflex; 4d8+12 Lightning and Thunder Damage; Sustain Minor: The storm lasts another turn, inflicting 2d6+8 Lightning and Thunder Damage on any enemy who starts their turn inside it.
Invisibility (Minor; Refresh 5-6) | Illusion
The Djinn turns invisible until it attacks or until the end of its next turn. Sustain Minor: The invisibility lasts another turn.
Mist Form (standard; encounter) | Polymorph
The Djinn becomes insubstantial and still flies at speed 12, but cannot make attacks. The Djinn can remain in mist form for up to 1 hour or end the effect as a minor action.
Alignment Good Languages Common, Primordial
Skills Arcana +26, Diplomacy +24, Heal +23, Insight +23, Nature +23
Str 22 (+18) Dex 20 (+17) Wis 22 (+18)
Con 25 (+19) Int 28 (+21) Cha 25 (+19)
Equipment Rituals Book, Scimitar

It is said that Djinni Nobles can grant wishes; this is actually a reference to their vast arcane powers and their mastery of many rituals. They rule over communities of Djinni and lead them in war and peace. They normally are only found in places of Elemental Air.