Jinn Wizard

Jinn Wizard CR 10

The townsfolk had warned you to watch for its eyes in the dark—pity they failed to mention the gem stones.

XP 9,600
NE Large outsider
Init +6; Senses darkvision 60 ft., low-light vision, tremorsense 60 ft.; Perception +26

DEFENSE

AC 27, touch 12, flat-footed 24 (+3 Dex, +15 natural, –1 size)
hp 136 (13d10+65)
Fort +9, Ref +11, Will +11; DR 5/magic and good; Immune fire, magic immunities, mind-affecting spells, sleep
Weaknesses vulnerability to cold

OFFENSE

Speed 5 ft., fly 20 ft. (perfect)
Melee bite +9 (1d6)
Special Attacks psionics, djinn magics, wyrdmagic gem (90-ft. cone, antimagic field; see text)
Space 10 ft.; Reach 5 ft.
Spell-Like Abilities (CL 13th, concentration +15)

Constantdetect magic, tongues
At willinvisibility, plane shift (willing targets to elemental plane, Astral Plane or Material Plane), produce flame, pyrotechnics (DC 14), scorching ray
3/daybanishment, heat metal (DC 15), fireball (DC 16), quickened scorching ray, wall of fire (DC 16)
1/daygaseous form, greater invisibility, permanent image (DC 18), pyroclastic storm (as ice storm, but fire damage)

Psi-like Abilities (ML 13th, concentration +15)

At will—energy stun (electricity, 2d6, DC 15), false sensory input (DC 15), id insinuation (two targets, DC15), mind thrust (4d10, DC 14), telekinetic force (275 lb., DC 15), thought shield (power resistance 16)

TACTICS

Before Combat Jinn wizards typically allows enemies to exhaust themselves against its allies before revealing itself, using invisibility to stay on undetected on the edges of the battlefield and utilizing its wyrdmagic aura to cripple spell casters.

During Combat Jinn wizards are spell casting powerhouses and can unleash a vast array of higher level powerful spells and psi-like abilities to keep foes off-balance once it is forced into the fray.

Morale If lowered to less than 34 hp, it barters a service for its life (though the jinn wizard attempt to twist the wording of any deal made to its own benefit).

STATISTICS

Str 10, Dex 16, Con 20, Int 17, Wis 16, Cha 18
Base Atk +10; CMB +11; CMD 22 (can’t be tripped)
Feats Alertness, Combat Casting, Dodge, Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes
Skills Fly +20, Intimidate +20, Knowledge (arcana) +16, Knowledge (dungeoneering) +19, Perception +26, Sense Motive +12, Spellcraft +18, Stealth +13, Survival +11
Languages telepathy 100 ft., tongues
SQ flight

SPECIAL ABILITIES

Immunity to Psionics (Ex)

A jinn wizard is immune to any psionic powers or psi-like abilities that are subject to power resistance.

Magic Immunities (Ex)

A jinn wizard is so infused with the magical energies of the planes that many spells simply have no affect upon them, and spells cast against them of the following schools have no effect unless casted at CL 15th or above: divination, enchantment, illusion.

Wyrdmagic Gem (Su)

A jinn wizard’s central gemstone (AC 30, hardness 13, 13 hp) continually produces a 90 ft. cone of wyrdmagic. This functions as an antimagic field (CL 13th). This cone only suppresses spells of 3rd-level or lower cast into or inside of its area of effect. A jinn wizard can activate or deactivate their wyrdmagic gem as a free action.

ECOLOGY

Environment any (Plane of Air/Fire)
Organization solitary
Treasure standard

Amongst the various races of genie there is one common rule: wish is not to be cast upon those of genie blood. This edict has been followed and accepted as law for centuries—until the jinn wizards. A small sect of djinni and efreet, convinced by ancient tomes (delivered into their finding by certain demonic princes) that they, as a race, had been tricked into an existence of slavery by giving up their greatest magics to lesser races. Doing the unthinkable, they granted each other a wish, casting as one, and the resulting wyrdmagic left many dead, others fused into new beings, and some…changed.

Combining the best that a genie has to offer with the worst aspects of the planes of Chaos, jinn wizards are twisted, vile reflections of what they once were, having traded their glory for expansive mental powers.

A typical jinn wizard appears as a bulbous body with two large eyes framing the stretched remains of the original djinn’s face. Two pseudopod like arms dangle from its upper torso, clearly more for show than anything else. Several jinn wizards decorate themselves with gemstones (both enchanted and mundane) as a means of distracting their foes from knowing which jewel emits its wyrdmagic.

A jinn wizard is 8 feet tall and 5 feet wide, though it only weighs 400 pounds.

Section 15: Copyright Notice

Aventyr Bestiary © 2017 AAW GAMES LLC Authors Mike Myler, Jonathan G. Nelson Developers, Michael Allen, Curtis Baum, Wolfgang Baur, Brian Berg, Adam Daigle, Jeffrey Gomez, Joshua Gullion, Jacob Kellogg, Jared Jeanquart, Juan Lucha, Justin Andrew Mason, Jonathan McAnulty, Michael McCarthy, Raven Mimura, Brian Wiborg Monster, Will Myers, Mike Myler, Jason Nelson, Jonathan G. Nelson, Owen K.C. Stephens, Colin Stricklin, Cory Vickruck, Stephen Yeardley Jonathan G. Nelson

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