Jinni

Jinni (Picture)

Illusion (2nd circle) allows you to create and maintain an illusion as large as a house for as long as you concentrate on it. Anybody touching it may save vs. spells in order to see through the illusion. An illusion attacks like the caster but always has an AC of 9. Illusionary damage will affect you as long as you believe it until you faint. Invisibility (2nd circle) makes you invisible until you attack a living creature. Gaseous form (3rd circle) makes you malleable and gas-like so that you may pass through anything that is not airtight. It also makes you invulnerable to non-magical weapons. Whirlwind (4th circle) transform you into a little whirlwind, destroying wooden structures and dealing 2d6 to anybody in melee with you. When you take damage, save vs. death or be flung back for a few yards. Creation (5th circle) is like making a wish: use it to create or destroy inanimate matter as big as a ship. This takes 10min to cast. The creation is powered by elemental air. Using it to generate a ship of gold will work but it will attract other elemental creatures trying to right the imbalance: Afarit, Ghouls or Marid, for example. To read more about elemental magic, check out Zak Smith’s blog post Temple of Elemental Bickering.
The jinn are lords of air. They are blue like summery sky when cheerful but can grow black as night with fury when wronged. They have the natural ability to cast illusion, invisibility, gaseous form, whirlwind and creation at will and can teach them to you, for a price. The illusion cast by a jinni require no concentration to uphold.

HD 7+1 AC 5 2d8 F14 MV 24 ML 12 XP 2500; illusion, invisibility, gaseous form, whirlwind and creation at will; magic required to hit

A jinni can be summoned from Vanaheim using the spell summoning of an aerial lord (4th circle). When first cast, it creates a link between the caster and a random jinni. Subsequent castings will keep summoning the same jinni until one of you dies. Sorcerer kings of old have sometimes used entrapment of ethereal bodies (5th circle) to transfer that bond to an objects in order to imprison the jinn. Some of these prison rings, lamps and jars still survive. Don’t forget to make a reaction check when freeing such a jinni!

A typical jinn prison object will have a minuscule gate to a demiplane inside it. If you can pass through the tiny opening, you too can enter this hidden palace. If somebody plugs the hole while you’re inside, though—you know the feeling! That’s why a jinni is usually loath to reenter it once freed.

Numbers: 1. Typically somebody has summoned it, or bound it to an object and what you’re actually finding is the object itself.

Treasure: none.

Terrain: caves.

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