Djinni
Elemental · Crown of Pride
T4d10Major
Wish-granting air genies, djinn float in palaces of cloud, bound by honor yet resentful of servitude.
Tier 4 · Role Major · Pool Vigor 6 / Vitality 8 · AC 14 · ATK +6 · Save DC 17 · Dmg d10
| Stat | Score | Mod | Die |
|---|---|---|---|
| Body | 20 | +5 | d10 |
| Mind | 14 | +2 | d4 |
| Sense | 18 | +4 | d8 |
| Heart | 14 | +2 | d4 |
| Cunning | 18 | +4 | d8 |
| Fate | 8 | -1 | -d3 |
Passives
Spellcasting (sky-sorcery)
A noble of the Elemental Air, the djinni bends wind, weather, and distance to its will, its magic sweeping the open sky.
Creature of Air
Flies 90 ft (hover); does not eat, sleep, or breathe. Immune to lightning damage and thunder damage. It can grant a creature's spoken wish, interpreting it by its honor and temperament, and poorly worded wishes are exploited.
Maneuvers
Phase Step
Vanishes in a puff of wind and reappears in an unoccupied space up to 60 ft away that it can see.
Declarations
Declared in the enemy tactical window and resolved at the start of its next turn. Any Vitality it loses first forces the disruption roll: on a 1 the telegraph is lost.
Cyclone
Conjures a 30 ft tall whirlwind at a point within 120 ft; it lingers 1 round. Each creature caught in it makes a Body save (DC 17): on a failure it takes 4 damage and is flung 30 ft, on a success it takes 1 Vigor damage.
Reactions
Wind Wall
When an ally within 30 ft is targeted by a ranged attack, a wall of wind gives that attack disadvantage.
Tactics
GM tactics
Fights with aristocratic composure. Opens with Cyclone to control the battlefield and scatter clustered enemies. Phase Steps away from melee threats. Will honor bargains but exploits poorly worded wishes.
Running it
Rules
- Shield of Tier + Heart mod over a Vitality pool of 2 x Tier. Full Vigor at combat start; at the start of its turn it rolls 4 exploding d4s and regains 1 Vigor per 4. Dead at 0 Vigor and 0 Vitality.
- A hit rolls d10. A crit rolls two: 2d10.
- Crits on a natural 16+ (Cunning 18).
- Two or three attacks in a normal turn: multiattack is the threat scaler, and one swing a round makes it a mook.
- Any Vitality lost while a telegraph is pending forces its disruption roll; on a 1 the telegraph is lost.
- Checks morale at one-third Vitality: Heart save against the party leader's presence, or GM judgment.
- NPCs never take wounds.