Genie, Djinni (CR 10/MR 4)

This creature stands nearly twice as tall as a human, although its lower torso trails away into a vortex of mist and wind.

Mythic Noble Djinni (Vizier) (CR 10/MR 4)
XP 9,600
Pathfinder Roleplaying Game Bestiary
CG Large outsider (air, extraplanar, mythic)
Init +8; Senses darkvision 60 ft.; Perception +17

Defense

AC 22, touch 15, flat-footed 16 (+4 Dex, +2 dodge, +7 natural, –1 size)
hp 95 (10d10+40)
Fort +5, Ref +11, Will +9
Defensive Abilities DR 5/epic; Immune acid

Offense

Speed 20 ft., fly 60 ft. (perfect)
Melee 2 slams +16 (1d8+7) or mwk scimitar +17/+12 (1d8+7/18–20)
Ranged mwk composite longbow +16/+11 (3d6+5/x3)
Space 10 ft.; Reach 10 ft.
Special Attacks air mastery, mythic power (4/day, surge +1d8), undivertable strikerMA, whirlwind (1/10 minutes, 10–50 ft. tall, 1d8+5 damage, DC 18)

Spell-Like Abilities (CL 9th, concentration +12)
Constant—freedom of movement, gravity bow
At will—gust of wind (DC 15), invisibility (self only), plane shift (willing targets to elemental planes, Astral Plane, or Material Plane only)
1/day—grant up to 3 wishes (non-genies only), control winds, create food and water, create wine (as create water, but wine instead), gaseous form (for up to 1 hour), major creation (created vegetable matter is permanent), persistent image (DC 18), wind walk

Statistics

Str 25, Dex 19, Con 14, Int 14, Wis 15, Cha 17
Base Atk +10; CMB +18; CMD 33
Feats Combat Casting, Combat ReflexesMF, DodgeMF, Improved InitiativeB, Wind Stance
Skills Appraise +15, Craft (any one) +12, Fly +23, Knowledge (planes) +17, Perception +17, Sense Motive +17, Spellcraft +15, Stealth +10
Languages Aquan, Auran, Common, Ignan, Terran; telepathy 100 ft.
SQ master of gravityMA, wind wielderMA, wishmaster

Ecology

Environment any (Plane of Air)
Organization solitary, pair, or court (1-4 mythic noble djinn and 2-8 non-mythic djinn)
Treasure standard (plus masterwork falchion, masterwork composite longbow [+5 Str], 20 arrows)

Special Abilities

Air Mastery (Ex) Airborne creatures take a –1 penalty on attack and damage rolls against a djinni.

Master of Gravity (Su) Any bow wielded by a mythic djinni gains the effects of gravity bow. In addition, by expending one use of its mythic power, a mythic djinni can manipulate the effects of gravity within a 20-foot radius of itself. The effects of altered gravity move with the mythic djinni. A mythic djinni can apply one of the following effects to all creatures within the area: feather fall, jump, or levitate (DC 15). Flying creatures other than djinn within the area must make a DC 15 Fly check to stay airborne. A mythic djinni can use this ability on itself as a swift action to double its fly speed when using the charge, run, or withdraw action. For each use of mythic power expended, a mythic djinni can manipulate gravity for a total of 9 rounds. These rounds need not be consecutive but must be used within 1 hour.

Areas under the effect of reverse gravity or other gravity-affecting spells are not subject to this ability, though a mythic djinni can expend one use of its mythic power to attempt to counter or dispel such an effect as if using dispel magic.

Undivertable Striker (Su) A mythic djinni gains continuous freedom of movement when flying, and when attacking an airborne creature, a mythic djinni’s attacks ignore the miss chance for concealment or total concealment. If a mythic genie expends one use of its mythic power as a free action, its attacks ignore deflection bonuses to Armor Class for 1 minute.

Wind Wielder (Sp) A mythic djinni can use gust of wind and control winds as spell-like abilities, and it may also expend its mythic power to duplicate the mythic versions of these spells, treating its mythic rank as its mythic tier.

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