Genie

Proud spirits of the elemental planes, genies range from whirlwind-riding djinn and wish-twisting efreet to slaving dao, vain marids and desert-roaming jann, and few of them serve a mortal gladly.

Setting: Core Rules · Sources: Monstrous Manual; MC1 Volume I (w/binder #1); MC2 Volume II

Overview

Genies keep their own societies on the elemental planes and reach the Prime Material mostly when a powerful caster summons one. All can visit any elemental plane, the Prime Material and the Astral, and a limited telepathy lets them talk with any intelligent being.

Djinni

Djinn (singular djinni) hail from elemental Air. Once a day apiece a djinni can create food for 2d6 people, water or wine for 2d6, permanent wooden items (9 cubic feet) or soft goods (16 cubic feet), or up to 100 pounds of fleeting metal (gold lasts a day, djinni steel an hour), weave a 20th-level illusion with sound that lasts until touched or dispelled, or use wind walk, gaseous form or invisibility.

Its daily whirlwind, a cone up to 70 feet high, 10 feet wide at the base and 40 at the top, moves at 18 (maneuverability A) while the djinni concentrates, must touch water or solid ground and needs a harmless full turn to form or fade. Ground creatures under 2 HD save vs. breath weapon each round of contact or die; others, and all flyers, take 2d6 per round. Riders travel unharmed: three of genie size or six of man size. Airborne foes suffer -1 to hit and damage, and djinn save at +4 versus gas and air magic. A djinni carries 600 pounds tirelessly, double for three turns walking or one flying (plus a turn per 100 pounds below the maximum), then rests an hour. Landholds on floating islands hold 3d10 djinn, 1d10 jann and 1d10 dim elementals under a sheik; a caliph rules all within two days' travel. One djinni in a hundred is noble: 10 HD, 3d8 damage, 3d6 whirlwinds, and three wishes for its master before going free, with no other service.

Dao

Evil dao of elemental Earth love working mischief on the Prime Material. At 18th level, once each per day, they use wall of stone, spectral force, passwall, misdirection, invisibility, gaseous form, change self, detect magic and detect good, plus a perversely twisted limited wish; rock to mud works three times daily and dig six. They burrow at speed 6 through natural earth, never worked stone, carrying objects but no living beings. They carry 500 pounds; double tires them in three turns, plus a turn per 100 pounds under 1,000, then an hour of rest. Earth spells cannot hurt them; holy water does double damage. Mazeworks of 4d10 dao and 8d10 slaves serve the khan of the quake-racked Sunless Delve. Dao trade metal for minerals with efreet and despise other genies.

Efreeti

Efreet (singular efreeti) of elemental Fire are massive beings of basalt, bronze and flame who attack djinn on sight. Bound, one serves up to 1,001 days or grants three wishes, twisting the letter of every command. Once daily it can turn invisible, become gaseous, detect magic, enlarge, polymorph self, raise a wall of fire or cast a lasting sight-and-sound illusion; produce flame and pyrotechnics are at will. Normal fire cannot hurt it; magical fire is at -1 to hit and damage. It carries 750 pounds, double for three turns afoot or one aloft (plus a turn per 150 pounds under 1,500), then rests an hour. Most live in the City of Brass, built on a glowing 40-mile brass hemisphere and ruled by a sultan as mighty as a greater power; outposts of 4d10 under a malik or vali have a 10% chance of hosting 1d4 jann or dao.

Marid

Mightiest and most chaotic of genies, marids of elemental Water so rarely leave home that many call them myths. At 26th level they use liquid form, purify water, polymorph self, invisibility and all four detections (evil, good, invisibility, magic) twice daily each; part water, lower water, wall of fog, gaseous form or a day of water breathing for others seven times daily; and alter reality once a year. A created-water jet reaches 60 yards for 1d6, blinding 1d6 rounds unless the target saves vs. breath weapon. They water walk, have infravision and live comfortably at any depth. Water spells do nothing, cold gives +2 saves and -2 per die, fire adds +1 per die with -1 saves, steam is harmless. They carry 1,000 pounds, double for three turns (plus a turn per 200 under 2,000). Each claims a royal title under a padisha; boastful, easily insulted and unreliable, they reach the Ethereal too.

Jann

Weakest of genies, jann blend all four elements and must dwell mostly on the Prime Material; they speak with animals. Many wear chain mail (60%, AC 2) and wield great scimitars (2d8 against small or medium, 4d4 against large) and composite long bows. Males roll percentile Strength; females roll and subtract 50, a negative result meaning plain 18. At 12th level, one per round: enlarge or reduce twice daily each, invisibility thrice, etherealness for up to an hour once, and create food and water once (as a 7th-level priest). Tribes of 1d20+10 roam deserts under sheiks (up to 8 HD) and amirs (up to 9 HD), who boast 17-18 Intelligence and a 10% chance of 19 Strength; viziers (17-20 Intelligence) use augury, divination and detect magic three times daily. Jann can endure any element for 48 hours and bring six hand-holding companions along, but lose 1 hit point per extra hour until back on the Prime; a jump to a second elemental plane is safe only after two days at home.

More: Monsters starting with G · Core Rules monsters · All monsters A-Z
Related: Administrator Genie [Tasked] · Architect/Builder Genie [Tasked] · Artist Genie [Tasked] · Deceiver Genie [Tasked] · Guardian Genie [Tasked] · Harim Servant Genie [Tasked] · Herdsman Genie [Tasked] · Messenger Genie [Tasked] · Miner Genie [Tasked] · Noble Dao [Genie] · Noble Djinni [Genie] · Noble Efreeti [Genie]

Statistics

DaoDjinniEfreetiJannMarid
Climate/TerrainEarthAirFireAny landWater
FrequencyRareVery rareVery rareVery rareVery rare
OrganizationKhanateCaliphateSultanateAmiratePadishate
Activity CycleDayDayDayDayDay
DietOmnivoreOmnivoreOmnivoreOmnivoreOmnivore
IntelligenceLow to very (5-12)Average to highly (8-14)Very (11-12)Very to exceptional (11-16)High to genius (13-18)
TreasureNilNilNilNilNil
AlignmentNeutral evilChaotic goodNeutral (lawful evil)Neutral (good)Chaotic neutral
No. Appearing1111-21
Armor Class3422 (5)0
Movement9, Fl 15 (B), Br 69, Fl 24 (A)9, Fl 24 (B)12, Fl 30 (A)9, Fl 15 (B), Sw 24
Hit Dice8+37+3106+213
THAC0111311157
No. of Attacks11111
Damage/Attack3-18 (3d6)2-16 (2d8)3-24 (3d8)1-8 + Strength bonus or by weapon + Strength bonus4-32 (4d8)
Special AttacksSee belowSee belowSee belowSee belowSee below
Special DefensesSee belowSee belowSee belowSee belowSee below
Magic ResistanceNilNilNil20%25%
SizeL (8-11' tall)L (10½' tall)L (12' tall)M (6-7' tall)H (18' tall)
MoraleChampion (15-16)Elite (13-14)Champion (15-16)Champion (15)Champion (16)
XP Value5,0005,000
Noble: 11,000
8,0003,000 (+1,000 per added Hit Die)16,000