This creature stands nearly twice as tall as a human, although its lower torso trails away into a vortex of mist and wind.
Speed 20 ft., fly 60 ft. (perfect)
Melee 2 slams +10 (1d8+4) or mwk scimitar +11/+6 (1d8+4/18–20)
Space 10 ft.; Reach 10 ft.
Special Attacks air mastery, whirlwind (1/10 minutes, 10–50 ft. tall, 1d8+4 damage, DC 17)
Spell-Like Abilities (CL 9th)
At will—invisibility (self only), plane shift (willing targets to elemental planes, Astral Plane, or Material Plane only)
1/day—create food and water, create wine (as create water, but wine instead), gaseous form (for up to 1 hour), major creation (created vegetable matter is permanent), persistent image (DC 17), wind walk
Str 18, Dex 19, Con 14, Int 14, Wis 15, Cha 15
Base Atk +7; CMB +12; CMD 27
Feats Combat Casting, Combat Reflexes, Dodge, Improved InitiativeB, Wind Stance
Skills Appraise +12, Craft (any one) +12, Fly +20, Knowledge (planes) +12, Perception +12, Sense Motive +12, Spellcraft +12, Stealth +10
Languages Aquan, Auran, Common, Ignan, Terran; telepathy 100 ft.
Airborne creatures take a –1 penalty on attack and damage rolls against a djinni.
A small percentage of djinn are noble and are called viziers, They have 10 Hit Dice, Strength 23, Charisma 17, and can grant three wishes to any being (nongenies only) who captures them.
Vizier (CR 8)
Environment any (Plane of Air)
Organization solitary, pair, company (1 + 3–6 ordinary djinni), or band (1-3 + 6–8 ordinary djinni)
Treasure standard (masterwork falchion, other gear)
The djinn (singular djinni) are genies from the Plane of Air. They are said to be made of the stuff of clouds, with the strength of the mightiest storms. A djinni is about 10 feet tall and weighs about 1,000 pounds.
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. When faced with no other option than melee combat, most viziers prefer to turn invisible immediately after striking to avoid retaliation. They wield masterwork falchions though many employ magic falchions, scimitars, or other weapons.
Among other genies, djinn get along well with jann and marids. They are frequently at odds with the shaitans, and are sworn enemies of the efreet, despising these fiery genies more than any other genie race. So legendary is the conflict between the efreet and the djinn that many spellcasters attempt (to varying degrees of success) to secure a djinni’s servitude by promising to aid the cause against their hated enemies.