Vizier (Noble Djinn)



Noble Djinni (Vizier) CR 8

XP 4,800
CG Large outsider (air, extraplanar)
Init +8; Senses darkvision 60 ft.; Perception +15

DEFENSE

AC 19, touch 14, flat-footed 14 (+4 Dex, +1 dodge, +5 natural, –1 size)
hp 75 (10d10+20)
Fort +5, Ref +11, Will +11
Immune acid

OFFENSE

Speed 20 ft., fly 60 ft. (perfect)
Melee 2 slams +15 (1d8+6) or mwk falchion +16/+11 (2d6+9/18–20)
Space 10 ft.; Reach 10 ft.
Special Attacks air mastery, whirlwind (1/10 minutes, 10–50 ft. tall, 1d8+6 damage, DC 19)
Spell-Like Abilities (CL 12th)`

At willinvisibility (self only), plane shift (willing targets to elemental planes, Astral Plane, or Material Plane only)
1/daycreate 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 18), wind walk
3/dayquickened invisibility (self only)

May grant three wishes to any being (nongenies only) who captures them.

STATISTICS

Str 23, Dex 19, Con 14, Int 14, Wis 15, Cha 17
Base Atk +10; CMB +17; CMD 32
Feats Combat Casting, Combat Reflexes, Dodge, Improved Initiativesize=”2″>B, Iron Will, Wind Stance, Quicken Spell-Like Ability
Skills Appraise +15, Craft (any one) +15, Fly +23, Knowledge (planes) +15, Perception +15, Sense Motive +15, Spellcraft +15, Stealth +10, Knowledge (nobility) +8
Languages Aquan, Auran, Common, Ignan, Terran; telepathy 100 ft.

SPECIAL ABILITIES

Air Mastery (Ex)

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

ECOLOGY

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)

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.

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