Djinni, Noble (CR 8)

Large Outsider (Air and Extraplanar)
Alignment: Always chaotic good
Initiative: +8 (+4 Dex, +4 Improved Initiative); Senses: darkvision 60 ft., Listen +12, and Spot +12
Languages: Telepathy 100 ft.


AC: 16 (-1 size, +4 Dex, +3 natural), touch 13, flat-footed 12
Hit Dice: 10d8+14 (125 hp)
Fort +7, Ref +9, Will +7
Speed: 20 ft., fly 60 ft. (perfect)
Space: 10 ft./10 ft.
Base Attack +10; Grapple +20
Attack: Slam +15 melee
Full Attack: 2 Slams +15 melee
Damage: Slam 1d8+6
Special Attacks/Actions: Spell-like abilities, air mastery, whirlwind
Abilities: Str 23, Dex 19, Con 14, Int 14, Wis 15, Cha 17
Special Qualities: immunity to acid, Plane shift
Feats: Combat Casting; Combat Reflexes; Dodge; Improved Initiative
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, and Use Rope +4 (+6 with bindings)
Advancement: 11-21 HD (Huge)
Climate/Terrain: Elemental Plane of Air
Organization: Solitary, company (2-4), or band (6-15)
Treasure: Standard

Source: Monster Manual

A small percentage of djinn are noble. Noble djinn, often called viziers, and can grant three wishes to any being (non-genies only) who captures them.

Air Subtype

This subtype usually is used for elementals and outsiders with a connection to the Elemental Plane Air. Air creatures always have fly speeds and usually have perfect maneuverability (see the section on Movement).

Extraplanar Subtype

A subtype applied to any creature when it is on a plane other than its native plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. This book assumes that encounters with creatures take place on the Material Plane, and every creature whose native plane is not the Material Plane has the extraplanar subtype (but would not have when on its home plane). An extraplanar creatures usually has a home plane mentioned in its description. These home planes are taken from the Great Wheel cosmology of the D&D game (see Chapter 5 of the Dungeon Master's Guide). If your campaign uses a different cosmology, you will need to assign different home planes to extraplanar creatures.

Creatures not labeled as extraplanar are natives of the Material Plane, and they gain the extraplanar subtype if they leave the Material Plane. No creature has the extraplanar subtype when it is on a transitive plane; the transitive planes in the D&D cosmology are the Astral Plane, the Ethereal Plane, and the Plane of Shadow.