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Djinni

Humanoid creatures from the Elemental Plane of Air

Type: Outsider

Biome: Planar

Stat Blocks

Basic Fantasy Role-Playing Game
Armor Class15 (m)
Hit Dice7+1**
Number Appearing1
Attacks1 fist or 1 whirlwind
Damage2d8 or 2d6
Movement30' Fly 80'
Save AsFighter: 12
Morale12 (8)
XP800
Treasure TypeNone

Monster statistics extracted from online SRD wiki, not the published hardcover edition.

The djinn (singular djinni) are humanoid creatures from the Elemental Plane of Air. A djinni in its natural form is about 10½ 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 (see below) to harass those who follow; the 12 morale reflects a djinni’s absolute control over its own fear, but does not indicate that the creature will throw its life away easily. Use the “8” figure to determine whether an outmatched djinn decides to leave a combat.

Copyright 2006-2023 Chris Gonnerman. Creative Commons Attribution-ShareAlike 4.0 International (CC BY-SA 4.0). License
Old-School Essentials Classic Fantasy
Armor Class5 [14]
Hit Dice7+1* (32hp)
Number Appearing1 (1)
Attacks1 × fists (2d8), magic
THAC012 [+7]
Movement90' (30') / 240' (80') flying
Saving ThrowsD4 W5 P6 B5 S8 (14)
Morale12
AlignmentNeutral
XP850
Treasure TypeNone

Monster statistics extracted from online SRD wiki, not the published hardcover edition.

Special Abilities

Mundane damage immunity: Can only be harmed by magical attacks.
Magic powers: Each can be used three times per day:
Whirlwind form: 5 rounds to transform (or change back). 70’ tall, 20’ wide at top, 10’ wide at base. Moves at 120’ (40’). 2d6 damage to all in path. Creatures with less than 2HD swept aside (save vs death).
Gaseous form:
Invisibility:
Illusion: Visual and audial. No concentration required. Remains until touched or dispelled.
Create food and drink: For 12 humans and mounts for one day.
Conjure metallic objects: Up to 1,000 coins weight. Temporary: hardness determines duration (gold: 1 day; iron: 1 round).
Conjure soft goods / wooden objects: Up to 1,000 coins weight. Permanent.
Carrying capacity: 6,000 coins without fatigue. Up to 12,000 coins for 3 turns walking / 1 turn flying. Must rest 1 turn afterwards.
If killed: Returns to the plane of air.