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Ernham Djinn

Djinn are best known for being elemental spirits given form, a sort of primal creature born from the elemental planes in ancient ages, before the creation of the Material Plane. Because of their connection to the elemental planes, most djinn align with one of the four base elements- fire, earth, air or water. But not all djinn fall into these basic categories with some exceedingly rare djinn following different elemental paths. While exceedingly rare, djinn of all types are far more commonly found on Rabiah than anywhere else in the multiverse, including the elusive erhnam djinn.   Born of Nature's Grasp The erhnam djinn is radically different from other djinn in that most are exceptionally young compared to their peers, being only as old as the Material Plane on which they live. This is because the erhanam djinn do not align to a basic element, but are instead born from the element of life which gives rise to the other plants and animals of nature. Other djinn shun the Material Plane, believing it to be a cosmic mistake, born of their four united elements. But the erhnam djinn embraces it, living among the wilds of nature and walking side-by-side with the animals. Just as with an elemental spirit born out of the chaotic mix of all elements meets the influence of a single element for the first time. Because an elemental spirit must be influenced by nature, found only on the Material Plane and not in the elemental chaos, this makes the creation of an ehrnam djinn exceptionally unlikely.   At Peace with the World The ehrnam djinn serve as the self-appointed guardians of nature on Rabiah, watching over the delicate interplay of life in Rabiah's wilds, ensuring that each part lives in harmony in a process they call the Universal Balance. Unlike other djinn, which might be hunted or enslaved on sight, ehrnam djinn are treated with great respect by the people of Rabiah. In ancient times hen the djinn ruled Rabiah, the ehrnam djinn were one of the few that didn't enslave the other races, some even actively attempting to help them escape bondage. The erhnam believed what the other djinn were doing upset the balance of nature, and withdrew further and further into their wild homes as the position of the djinn grew more perilous. When the djinn empires were overthrown by rebelling humans, the erhnam were spared, the aide they had given humans allowing them to be left in peace, as they wished.   Reminder of the Universal Balance For the people of Rabiah, though ehrnam djinn are rarely seen, their presence is keenly felt. The stories that Rabians tell each other of the ehrnam djinn remind them of the respect that nature is owed, helping to ensure that Rabiah remains an ecologically balanced plane. On other worlds, the ehrnam djinn are often aggressive and volatile, avengers of wrongs done to a world's natural balance by mundane forces. In these worlds, unlike Rabiah, the people do not actively practice nature alchemy to restore and ensure balance. And when balance of the natural world is upset, the erhnam djinn often take it upon themselves to correct it, before making sure that it can't be upset in the same way twice.  

Ernham Djinn

Djinn are best known for being elemental spirits given form, a sort of primal creature born from the elemental planes in ancient ages, before the creation of the Material Plane. Because of their connection to the elemental planes, most djinn align with one of the four base elements- fire, earth, air or water. But not all djinn fall into these basic categories with some exceedingly rare djinn following different elemental paths. While exceedingly rare, djinn of all types are far more commonly found on Rabiah than anywhere else in the multiverse, including the elusive erhnam djinn.


Armor Class14 (natural armor)
Hit Points 15d8+15
Speed30 ft.
Strength18 (+4)
Dexterity13 (+1)
Constitution12 (+1)
Intelligence10 (+0)
Wisdom19 (+4)
Charisma10 (+0)
SkillsAnimal Handling d20+6 Nature d20+6
Damage ImmunitiesPoison
Condition ImmunitiesPoisoned
SensesDarkvision 60 ft.Passive Perception 14
LanguagesPrimordialSylvan
Challenge6 (2300 XP)
Special 1Elemental DemiseIf the djinn dies, its body merges into the groundand plant life begins to grow from it,
leaving behind any equipment the djinn was wearing or carrying
Special 2Innate SpellcastingThe djinn's innate spellcasting ability is Wisdom(spell save DC 15, d20+6 to hit with spell attacks. )
It can innately cast the following spells,requiring no material component:
Spells 1At willDetect magicEntangle
Speak with animals
Spells 23/day eachHold personMoonbeam
Spike growth
Spells 31/day eachPlant growthSpeak with plants
Action 1MultiattackThe djinn makes to unarmed strikes
Action 2Unarmed StrikeMelee Weapon Attack d20+7 to hit
Reach 5 ft., one targetHit 2d8+4 bludgeoning damage
Action 3Path of the ForestThe djinn casts the pass without trace spelland can target up to six different creatures with its effects

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