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Genie - CR: 5 (noble 8)
SpeciesGenie
SubspeciesDjinn
SizeLarge
TypeOutsider (Air, Extraplanar)
Hit Dice7d8+14 (45 hp)
Speed20 ft. (4 squares), fly 60 ft. (perfect)
AbilitiesStr 18, Dex 19, Con 14, Int 14, Wis 15, Cha 15
Special QualitiesDarkvision 60 ft., immunity to acid, plane shift, telepathy 100 ft.
EnvironmentElemental Plane of Air
OrganizationSolitary, company (2-4), or band (6-15)
TreasureStandard
AlignmentAlways chaotic good
Advancement8-10 HD (Large 11-21 (Huge)
Level Adjustment+6
Skills
Appraise +12, Concentration +12, Craft (any one) +12, Diplomacy +4, Escape Artist +14, Knowledge (any one) +12, Listen +12, Move Silently +14, Sense Motive +12, Spellcraft +12, Spot +12, Use Rope +4 (+6 with bindings)
Feats
Combat Casting, Combat Reflexes, Dodge, Improved Initiative
Combat
Initiative+8
Armor Class (AC)16 (-1 size, +4 Dex, +3 natural), touch 13, flat-footed 12
Base Attack+7/+15
AttackSlam +10 melee (1d8+4)
Full Attack2 slams +10 melee (1d8+4)
Space/Reach10 ft./10 ft.
Special AttacksAir mastery, spell-like abilities, whirlwind
SavesFort +7, Ref +9, Will +7
Description
Genies are humanlike beings who dwell on the elemental planes. They are famous for their strength, guile, and skill with illusion magic.

Combat
Genies prefer to outmaneuver and outthink their foes. They are not too proud to flee if it means they’ll live to fight another day. If trapped, they bargain, offering treasure or favors in return for their lives and freedom.

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

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Created for Dungeon Masters and Game Masters, World Anvil has everything you need to build your own homebrew RPG campaign setting, and run your games, either online or around the table!

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