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           V  

Documentation Area

Document Path: /doc/monsters/djinni


Name:
	Djinni  (Magical Creature)

Stats:
	No. Appearing  : 1
	Climate/Terrain: Air
	Frequency      : Very rare
	Organization   : Caliphate
	Activity Cycle : Day
	Diet           : Omnivore

Description:
	The djinn are genies from the elemntal plane of air. There, among their
	kind, they have their own societies. The djinn are sometimes encoun-
	tered on the prime material plane and are often summoned specifically
	to perform some service for a powerful wizard or priest. It should be
	noted that 'djinn' is the plural form of their name, while 'djinni' is
	the singular. Djinn speak their own tongue and that of any intelligent
	beings they meet through a limited form of telepathy.

	The djinn's magical nature enables them to do any of the following once
	per day: create nutritious food for 2-12 persons and create water or
	create wine for 2-12 persons; create soft goods (up to 16 cubic feet)
	or create wooden items (up to 9 cubic feet) of permanent nature; create
	meal up to 100 pounds weight with a short life span (the harder the me-
	tal the less time it lasts; gold has about 24 hour existence while
	djinni steel lasts only one hour); create illusion as a 20th-level
	wizard with both visible and audible components, which last without
	concentration until touched or magically dispelled; use invisibility,
	gaseous form, or wind walk.

	Once per day, the djinn can create a whirlwind, which they can ride or
	even direct at will from a distance. The whirlwind is a cone-shaped
	spiral, measuring up to 10 feet across its base, 40 feet across at the
	top, and up to 70 feet in height (the djinni chooses the dimensions).
	The whirlwind's base must touch water or a solid surface, or it will
	dissolve. It takes a full turn for the whirlwind to form or dissolve.
	During that time, the whirlwind inflicts no damage and has no other
	effect. The whirlwind lasts as long as the djinni concentrates on it,
	moving at the creature's whim.

	If the whirlwind strikes a small non-aerial creature, it will be swept
	off its feet and battered. Greater beings, as well as aerial or airbone
	creatures take severe damage per round of contact with the whirlwind.

	A djinni can ride its whirlwind and even take along passengers who
	(like the djinni) suffer no damage from the buffeting winds. The whirl-
	wind can carry the djinni and up to six man-sized or three djinni-
	sized companions.

	Djinn are nearly impossible to capture by physical means; a djinni who
	is overmatched in combat usually takes to flight and uses its whirlwind
	to buffet those who follow. Djinn are openly contemptous of those life
	forms that need wings or artificial means to fly and use illusion and
	invisibility against such enemies.

	Djinn are able to carry up to 600 pounds, on foot or flying, without
	tiring. They can carry double that for a short time; three turns if on
	foot, or one turn if flying. For each 100 pounds below the maximum, add
	one turn to the time a djinni may walk or fly before tiring. A fatigued
	djinni must rest for an hour before performing any additional strenuous
	activity.

Habitat/Society:
	The djinn's native land is the elemental place of air, where they live
	on floating islands of earth and rock, anywhere from 1000 yards to se-
	veral miles across. They are crammed with buildings, courtyards, gar-
	dens, fountains, and sculptures made of elemental flames. In a typical
	djinn landhold there are 3-30 djinn of various ages and powers, as well
	as 1-10 elemental creatures of low intelligence. All are ruled by the
	local sheik, a djinn of maximum hit  points.

	The socal structure of djinn society is based on rule by a caliph,
	served by various nobles and officials (viziers, beys, emirs, sheiks,
	sheriffs, and maliks). A caliph rules all the djinn estates within two
	days travel, and is advised by six viziers who help maintain the ba-
	lance of the landholdings.

	If a landhold is attacked by a large force, a messenger (usually the
	youngest djinni) is sent to the next landhold, which sends aid and dis-
	patches two more messengers to warn the next landholds; in this fashion
	the entire nation is warned.

	Some djinn (1%) are 'noble' and are able to grant three wishes to their
	masters. Noble djinn perform no other services and, upon granting the
	third wish are freed of their servitude.


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