Juzam Djinni
Though few genies are known for their goodwill or benevolent nature, the djinn of the Plane of Air are by and far the least risky to deal with. However, the djinn hold the carefree spirit of the winds in their hearts, and their chaotic natures can make them widely unpredictable. This tendency to place their own desires about the wellbeing of others can sometimes lead the djinn down a darker path, even resulting in their eventual transformation into a juzam djinn.
Sentenced for Unlife When a djinni turns so fully towards the forces of darkness and evil, they become a target for others of their type, a tarnish on the good name of the djinn as as whole. Once killed, however, the punishment of a juzam djinni is not ended, as their spirits are magically expelled from the Plane of Air and bound instead to one of the hundreds of layers of the Abyss. There they are left to languish for the rest of eternity.
Brokering a Deal In the process of their abyssal binding the juzam dijinn's connection to the wind is severed, and much of their normal magical power is torn away from them. Left as little more than a basic soul, and just as defenseless as any other on the swampy floors of the Abyss caverns, many juzam djinni turn to the service of Pazuzu, demon lord of the skies, to rectify their situation. This deal with Pazuzu restores the djinni's physical form, and grants them a connection to the winds of the Abyss to replace the one they have lost to the Plane of Air.
Twisted, Conniving Mockery The new form granted to the juzam djinn by Pazuzu is a darkened reflection of their previous lives, their bodies bloated and swollen with noxious fumes, their sickly-green skin splitting from the internal pressure. While the Plane of Air is filled with a crisp, clear win, that of the Abyss is toxic and poisonous to breath, and so is the wind drawn by the juzam djinn. Having experienced death once before, and knowing what awaits them if they fail Pazuzu, a juzam djinni prefers to avoid open combat, instead turning to trickery and magic to get what they want. When forced to fight, a juzam djinni often lets its collection of underlings soften a foe before moving in for the kill.
Juzam Djinni
Though few genies are known for their goodwill or benevolent nature, the djinn of the Plane of Air are by and far the least risky to deal with. However, the djinn hold the carefree spirit of the winds in their hearts, and their chaotic natures can make them widely unpredictable. This tendency to place their own desires about the wellbeing of others can sometimes lead the djinn down a darker path, even resulting in their eventual transformation into a juzam djinn.
Armor Class | 14 (natural armor) | ||
---|---|---|---|
Hit Points | 20d8+80 | ||
Speed | 45 ft. | Fly 90 ft. | |
Strength | 14 (+2) | ||
Dexterity | 12 (+1) | ||
Constitution | 18 (+4) | ||
Intelligence | 12 (+1) | ||
Wisdom | 15 (+2) | ||
Charisma | 20 (+5) | ||
Saving Throws | Charisma d20+8 | ||
Skills | Deception d20+8 | ||
Condition Immunities | Charmed | ||
Senses | Darkvision 120 ft. | Passive Perception 10 | |
Languages | Abyssal | Auran | |
Challenge | 8 (3900 XP) | ||
Special 1 | Anti-life Aura | At the beginning of each of the djinn's turns, | each creature within 15 ft. of the djinn must make a DC 16 Constitution saving throw, |
taking 4d6 necrotic damage on a failed save, | or half as much on success | ||
Special 2 | Elemental Demise | When the djinn dies, its body disintegrates into a noxious cloud of poisonous fumes, | forcing each creature within 15 ft. to make |
a DC 16 Constitution saving throw or become poisoned. | Any equipment the djinn was wearing or carrying | falls to the ground in its space | |
Special 3 | Innate Spellcasting | The djinn's innate spellcasting ability is Charisma (spell save DC 16.) | The djinn is able to cast the following spells |
without requiring material components: | |||
Spells 1 | At will | Alter self | Blindness/Deafness |
Charm person | Gust of wind | Suggestion | |
Spells 2 | 3/day | Gaseous form | Lightning bolt |
Stinking cloud | |||
Spells 3 | 2/day | Confusion | Ice storm |
Spells 4 | 1/day | Dominate person | |
Action | Greatclub | Melee Weapon Attack | d20+5 to hit |
Reach 10 ft., one target | Hit 3d8+2 bludgeoning damage |
Remove these ads. Join the Worldbuilders Guild
Comments