Bestiary

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 Over-Category: Ideophage 
 Kingdom: Elemental 
For all practical purposes, Ideophages do not eat at all; they do no grow or sustain from a known energy. Constructs, while not the only Ideophages, are the clearest example. A golem constucted of stone will exist until the stone erodes or is significantly damaged in some way.
Elementals are creatures who are native to the elemental planes. Some creatures of this type are little more than animate masses of their respective elements, including the creatures simply called elementals. Others have biological forms infused with elemental energy. The races of genies, including djinn and efreet, form the most important civilizations on the elemental planes. These entities have darkvision out to 60 feet. Further, they have immunity to poison, sleep effects, paralysis, and stunning. Elementals do not eat food, sleep, or breathe.

Djinni 

Djinni are powerful and rare creatures from the outer planes of existence. Like many of the genie-kind, the djinni are connected to an element; in their case, air. Because of this, any airborne or flying creature attacking a djinn suffer a -2 to all their melee attack dice. Further, any ranged attack, regardless of the position of the attacker, suffer a -2 penalty as well; however, these penalties are not cumulative. Djinni often attack with large scimitars or other curved blades, inflicting edged damage, and their attacks are considered magical if creatures cannot be struck by normal weapons. They can also use an action to cast sustenance or veil. Further, they have flight as a movement. They are also capable of hurling giant sparks as a range weapon up to 60 feet (3d20). Once per day, a djinn can alter its form like the vapor axiom but with a duration up to an hour. In its normal form, only weapons of silver or better can strike a djinn for full damage; for normal weapons a djinn is considered resistant. They are also invulnerable to poison. Djinni have darkvision.

Notes: Flight: 90 feet)
Body: 49 ( STR:10, AGIL:12, RESIL:11 )
Mind: 31 ( LOGIC:7, PERC:8, JUDG:6 )
Spirit: 18 ( WILL:6, FAITH:3, MUSE:3 )
Movement: 90 feet
Size Category: Large (+1 to hit)
Protection Points: 8
Guard Roll Dice: d4 & d4
— ATTACK METHOD —
Attack: Scimitar (melee)
Number of d20s: 3
To-Hit Modifier: +10 (not including size bonus)
Damage Type: edged
Damage: 6 to 8 pts
Skills
Special Abilities
Axiom: Vapor
Axiom: Veil