Djinn

{{infobox-monster
 * image       =
 * type        = Chaotic Outsider
 * race        = Djinn
 * alignment   = Chaotic Neutral
 * named       = Mo
 * boss        = No
 * attack      = Slam (Bludgeoning)
 * qualities   = Air mastery, Spell-like Abilities, Whirlwind
 * organisation = Usually Solitary. Rarely: Company (2-4), or Band (6-15)
 * habitat     = The Vale of Twilight, Other plains

Size: Large

Subtypes: : Air, Extraplanar


 * description = The Djinn (singular Djinni) are genies from the Elemental Plane of Air. A djinni is about 10 and a half feet tall and weighs about 1,000 pounds.

Djinn speak Auran, Celestial, Common, and Ignan.

Combat
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 to harass those who follow.

Spell-Like Abilities:
 * Chain Lightning

Whirlwind

A Djinni can transform itself into a whirlwind once every 2 minutes and remain in that form for up to 3 rounds (18 seconds). In this form, it can move through the air or along a surface at its fly speed. It works similar to a Air Elementals Whirlwind ability in that it is poorly designed and lacks any saving throw against it's knock-back portion. It's knockdown portion allows a STR/DEX save. Luckily, unlike Air Elementals, Djinn do have limits on how often they can use this ability, so it's best to strike after while it's on cooldown. And in fact, for most characters the only time - as the Djinn whirlwind also renders them invulnerable to direct damage for a short time (Certain indirect attacks and insta-kill spells can still function during this special attack however). }}