ability_mods: cha_mod: 4 con_mod: 2 dex_mod: 5 int_mod: 2 str_mod: 4 wis_mod: 2 ac: 22 ac_special: null automatic_abilities: null description: Benevolent genies from the Plane of Air, djinn value art, culture, knowledge, and trade. They also love new experiences, succulent dishes, and heady wines. Of all geniekind, they are most likely to approach humans and other mortals, interacting with them on friendly terms. Still, djinn are proud of their genie heritage and have a tendency to be patronizing toward mortals, a habit that has earned them a reputation for arrogance. Djinn get along with jann and marids, but they find shaitans too stiff and harbor undying hatred for efreet. Although djinn are formidable combatants, they despise war and prefer to eschew violence in favor of dealing with their opponents using magic or subterfuge (making an exception, of course, when they encounter efreet). divine_spells: null hp: 71 immunities: - acid innate_spells: - frequency: at will; to Astral Plane, Elemental Planes, or Material Plane only level: 7 name: plane shift - level: 4 name: creation - level: 4 name: gaseous form - level: 3 name: illusory creature - level: 3 name: illusory object - frequency: at will level: 2 name: enhance victuals - frequency: at will level: 2 name: invisibility - frequency: constant level: 3 name: detect magic items: null languages: - Auran - Common level: 5 melee: - action_cost: One Action damage: formula: 1d6+10 type: slashing name: scimitar to_hit: 15 traits: - forceful +1 - reach 10 feet - sweep - action_cost: One Action damage: formula: 1d4+10 type: bludgeoning name: fist to_hit: 16 traits: - agile - finesse - magical - nonlethal - reach 10 feet name: Djinni perception: 13 proactive_abilities: - action_cost: One Action description: '**Frequency **Once per round. **Effect **The djinni all creatures in its whirlwind pushes back 20 feet, or forces all creatures in the aura to move 20 feet clockwise or counterclockwise. Each creature must attempt a DC 21 Fortitude save. On a success, it avoids being moved, and on a critical failure it falls prone in addition to being moved. Creatures with the air trait are immune.' name: Hurricane Blast traits: - air - arcane - evocation ranged: - action_cost: One Action damage: formula: 1d8+6 type: bludgeoning name: crashing wind to_hit: 15 traits: - air - arcane - evocation - range increment 20 feet resistances: - amount: 5 type: mental - amount: 5 type: sonic saves: fort: 9 ref: 14 will: 11 saves_special: fort: null ref: null will: null senses: - darkvision - '*detect magic*' skills: Acrobatics: 14 Arcana: 11 Athletics: 11 Crafting: 9 Deception: 11 Diplomacy: 13 Society: 9 Stealth: 12 skills_special: null speed: - amount: 25 type: Land - amount: 40 type: Fly spell_attack_to_hit: null spell_dc: null traits: - Uncommon - CG - Large - Air - Elemental - Genie type: Creature