pathfinder-2-sqlite-MIRROR/data/monsters/Djinni.yaml

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3.0 KiB
YAML

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