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Djinni, Greater (Pasha)

by Jamie Baty

EX, CO, RC 167
Huge Outsider (Air, Extraplanar)
Hit Dice: 15d8+60 (127 hp)
Initiative: +11 (+7 Dex, +4 Improved Init.)
Speed: 30 ft. (6 squares), fly 90 ft. (perfect)
Armour Class: 23 (-2 size, +7 Dex, +8 natural), touch 15, flat-footed 16
Base Attack/Grapple: +15/+32
Attack: Slam +22 melee (3d10 +9)
Full Attack: 2 Slam +22 melee (3d10 +9)
Space/Reach: 15 ft. /15 ft.
Special Attacks: Air mastery, spell-like abilities, whirlwind
Special Qualities: DR 15/magic, darkvision 60ft., ethereal shift, fast healing 3, flight, immunity to acid, outsider traits, plane shift, telepathy
Saves: Fort +13, Ref +16, Will +12
Abilities: Str 28, Dex 25, Con 18, Int 14, Wis 16, Cha 16
Skills: Appraise +17, Concentration +23, Craft +12, Diplomacy +18, Escape Artist +22, Gather Information +13, Knowledge (nobility) +12, Knowledge (the planes) +17, Listen +20, Move Silently +22, Sense Motive +18, Spellcraft +17, Spot +20
Feats: Alertness, Combat Casting, Combat Reflexes, Dodge, Improved initiative (B), Mobility, Spring Attack
Environment: Air
Organisation: Solitary
Challenge Rating: 11
Treasure: None
Alignment: Always chaotic good
Advancement: 16-30 HD (Huge); 31-45 HD (Gargantuan)
Level Adjustment: +8

Greater djinn appear to be larger versions of the regular djinn. They are much more powerful, and act as the rulers of the djinn. Pashas rarely appear on the Material Plane, often only in response to a harassed djinni.

Combat
Greater djinn would rather talk to adventurers than fight them. Pashas rely on magic and their whirlwind if forced into combat. Despite their good nature, they are fierce foes. The most powerful pashas have added additional wizard or sorceror abilities to their already formidable skills.

Air Mastery (Ex): Airborne creatures take a -1 penalty on attack and damage rolls against a greater djinni.

Spell-like Abilities (Sp): At will
create food and water, create wine (as create water, but wine instead), invisibility (self only), invisibility purge, major creation (created vegetable matter is permanent), persistent image (DC 17), wind walk; 3/day
wish (others only); 1/day- cloudkill, control weather, transmute water to gas (as per transmute rock to mud except it converts water to harmless gas). At will, a greater djinni can assume gaseous form (as the spell) for up to 2 hours. Caster level 30th. The save DCs are Charisma-based.

Whirlwind (Su): A greater djinni can transform itself into a whirlwind once every 5 minutes and remain in that form for up to 10 rounds. In this form, it can move through the air or along a surface at its fly speed.
The whirlwind is 10 feet wide at the base, up to 40 feet wide at the top and up to 120 feet tall. The greater djinni controls the exact height, but it must be at least 10 feet.
A greater djinni's movement while in whirlwind form does not provoke attacks of opportunity, even if the greater djinni enters the space another creature occupies. Another creature might be caught in the whirlwind if it touches or enters the whirlwind, or if the greater djinni moves into or through the creature's space.
Creatures one or more size categories smaller than the greater djinni might take damage when caught in the whirlwind and be lifted into the air. An affected creature must succeed on a DC 29 Reflex save when it comes into contact with the whirlwind or take 3d12 points of damage. It must also succeed on a second DC 29 Reflex save or be picked up bodily and held suspended in the powerful winds, automatically taking 2d6 points of damage each round. A creature with a fly speed is allowed a DC 29 Reflex save each round to escape the whirlwind. The creature still takes damage but can leave if the save is successful. The save DC is Strength-based and includes a +3 racial adjustment.
Creatures trapped in the whirlwind cannot move except to go where the greater djinni carries them or to escape the whirlwind. Creatures caught in the whirlwind can otherwise act normally, but must make a Concentration check (DC 15 + spell level) to cast a spell. Creatures caught in the whirlwind take a -4 penalty to Dexterity and a -2 penalty on attack rolls. The greater djinni can have only as many trapped inside a whirlwind at one time as will fit inside the whirlwind's volume.
The greater djinni can eject any carried creatures whenever it wishes, depositing them wherever the whirlwind happens to be.
If the whirlwind's base touches the ground, it creates a swirling cloud of debris. This cloud is centred on the djinni and has a diameter equal to half the whirlwind's height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment.
Those caught in the cloud must succeed on a Concentration check (DC 15 + spell level) to cast a spell.
A greater djinni in whirlwind form cannot make melee attacks and does not threaten the area around it.

Damage Reduction (Su): A greater djinni has damage reduction of 15/magic.

Ethereal Shift (Sp): A greater djinni can enter or leave the Ethereal Plane at will as a move-equivalent action.

Fast Healing (Ex): A greater djinni regains 3 hit points per round.

Flight (Ex): A greater djinni can cease or resume flight as a free action.

Immunity to Acid (Ex): A greater djinni is 100% immune to all acid damage.

Plane Shift (Sp): A greater djinni can enter any of the elemental planes, the Astral Plane, or the Material Plane. This ability transports the greater djinni and up to eight other creatures, provided they all link hands with the greater djinni. It is otherwise similar to the spell of the same name (caster level 13th).

Telepathy (Su): A greater djinni can communicate telepathically with any other creature within 100ft. that has a language. It is possible to address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time.