Djinni 7 (21)

Early Access

Djinn inhabit unseen dimensions beyond the visible universe. Just like normal creatures, djinn are individuals, and they can be good, evil, or unconcerned about the fates and doings of others.

Some djinn inhabit pocket dimensions accessed through the mouth of an urn, pot, or lamp.

Motive: Unpredictable

Environment: Almost anywhere

Health: 35

Damage Inflicted: Major wound

Movement: Short; long when flying

Modifications: History as level 8

Combat: A djinni might attack with a weapon or inflict damage with a touch that warps a foe’s flesh.

A djinni can use their action to send out a short-range wave of energy that neutralizes all artifacts, machines, and lesser magic devices for one minute. (A character can prevent this from happening to one or two pieces of their equipment with a successful dodge roll to shield it.) The djinni can instead use this ability to take control of one item within range for a minute.

As an action, a djinni can transform into a dense cloud of smoke and flame. In this form, they have +10 Armor and can still speak and hear, but can’t attack. The first time each day that a djinni returns to physical form after having become smoke, it regains 25 health.

A djinni usually has one or more of the following magical abilities.

Interaction: Djinn can be narcissistic, certain in their own immense power, and unlikely to let slights pass. Characters could negotiate with one peacefully because even djinn have needs and desires.

Use: Agents of a foreign power retrieved a magic lamp from an ancient ruin. The PCs’ job is to determine whether there is reason for alarm.

Loot: Most djinn carry a couple of manifest cyphers, and some have a magic artifact useful in combat.

GM Intrusion: Instead of inflicting damage, the djinni’s attack turns the character into a tiny whirlwind that flies off in a random direction. The character loses their next turn and reappears in their normal form a very long distance away.s