DJINN (#7/31, #35/365) [OOTP IV]
SKILL: 12
STAMINA: 10
ATTACKS: 2
WEAPON: See below
ARMOUR: Light
DAMAGE MODIFIER: +1 to the Damage Roll
HABITAT: Ruins, Dungeons, Caves, Deserts, Hills, Towns, Demonic Plane
NUMBER ENCOUNTERED: 1
TYPE: Magical creature
REACTION: Unfriendly-Hostile
INTELLIGENCE: High
Also known as the Jinni, the DJINN represents a Genie that has been corrupted by the forces of Evil and Chaos, and remains on the Earthly Plane to sow mischief and strife, instead of serving the Trickster Gods of Luck and Chance to help maintain the balance of True Neutrality. The Djinn is a powerful supernatural being and appears as an enormous muscular humanoid clad in expensive silk, with gold jewellery and spiked bracers. Their skin ranges in colour from orange through yellow, green and blue, to purple, with long black hair, usually tied or adorned with golden pins. Djinn are also afflicted with Chaos, and it may manifest as weird stripes or spots on their skin, small horns on their forehead, sharp fangs or clawed fingernails.
Djinn are ill-tempered brutes and will be furious at any intrusion into their domain, roaring with rage and anger. However, like Genies they can find themselves imprisoned in enchanted items such as a Jinni Jar. This is a clay jar whose stopper has been sealed with a black, tar-like substance. If freed from a Jinni Jar, because they are not a true Genie the Djinn cannot grant wishes to their liberator, but they can offer lore, advice, hints and gossip. One should not tarry long in their presence however, for the Djinn will soon revert to their natural temperament of aggression and hatred!
In combat a Djinn will either attack with large powerful fists, pummeling opponents with a rain of blows, or cast a potent combat spell. These spells cannot be avoided with a Skill or Luck test, and no Armour Roll is allowed. If the Djinn wins an Attack Round, roll on the below table to determine the weapon used:
Roll Weapon
1-3 Fists: As per Unarmed (Large).
4 Fireball Spell: A vermilion fireball hits the target and explodes for 1-6 STAMINA damage.
5 Energy Stars Spell: A burst of bright pinheads of magical energy smashes into the target causing 2-7 STAMINA damage.
6 Magic Darts Spell: A spray of magic darts are hurled at the target; roll one die to determine how many darts are embedded in the target. Each magic dart causes 2 STAMINA damage.
In addition a Djinn can Teleport once per day, as per the spell. Because they cannot levitate like Genies, a Djinn will always have one to three Flying Carpets (see Encyclopedia Arcana: Volume 1, p. 129), in their possession, one of which will be their personal transport while any others will used as floating tables for the Djinn's many strange feasts and celebrations. If slain, the Djinn evaporates in an instant, and, according to the insane mystic Aughm Lightchaser, is reborn in the Demonic Pit, where it is trapped but seething with rage and determined to enact hideous vengeance upon whoever slew its Earthly Planar form.
The lair of a Djinn will be a lonely tower or cave shrine, and will be guarded by two to twelve henchmen, usually comprising a squad of Gorians, mercenary Lizard Men, or Tusker guards. There will also be three to eighteen human followers present, all keen to learn the Djinn's magic and participate in its esoteric ceremonies. A mysterious Djinn known only as the Master is known to live in a magnificent white hilltop villa northeast of the port of Kalagar, on the borders of the Northern Waste. This opulent compound has been an ancestral seat for a long line of Djinn warlords for centuries in these parts. The Master is reputed to guard the much-valued Ring of Warlock Power, sought by Lothar, Warlock-Prince of the golden city of Gundobad, or so it is said.
Jinni Jar (#8/31, #36/365) [EA:V2] (Enchanted Item)
This is a plain clay jar whose stopper has been sealed with a black, tar-like substance. This is brittle enough to pick off with the end of a dagger or something similar. After much diligent scraping the stopper will suddenly begin to loosen of its own accord, and moments later erupt, releasing a plume of rich smoke which coalesces magically into the muscled form of a Djinn. The Djinn will apologetically explain that, because they are not a true Genie, they cannot grant wishes to their liberator, but they can offer lore, advice, hints and gossip. One should not tarry long in their presence however, for the Djinn will soon revert to their natural temperament of aggression and hatred! Jinni Jars sometimes turn up in places like Arantis, the Glittering Sea city-states, Far Analand, and much of central Khul as earlier kingdoms in these areas were inhabited by powerful wizardly conjurers who could summon and command the Djinn with impunity.
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