The material below is Open Game Content
CR 10; Huge outsider (Air, Extraplanar, Good); HD 14d8+56; hp 119; Init +7; Spd 20 ft. (4 squares), f ly 60 ft. (perfect); AC 23 (-2 size, +3 Dex, +6 natural, +6 chain shirt +2), touch 11, f lat-footed 20; BAB +14; Grap +22; Atk +22 melee (1d10+12, slam) or +23 (1d6+9 and 1d6 cold/crit 18-20/x2, +1 frost scimitar) or +18 (1d8+4/crit 20/ x3 and 2d8 sonic, +1 composite (+4 Str) thundering longbow); Full Atk +22/+17/+12 melee (1d10+12, slam) or +23/+18/+13 (1d6+9 and 1d6 cold/crit 18-20/x2, +1 frost scimitar) or +18/+13/+8 (1d8+4/crit 20/ x3 and 2d8 sonic, +1 composite (+4 Str) thundering longbow); Space/Reach 15 ft./15 ft.; SA Spell-like Abilities, Air Mastery, Whirlwind; SQ Immunity to Acid, Plane Shift, Telepathy; AL CG; SV Fort +13, Ref +12, Will +11; Str 26, Dex 17, Con 18, Int 14, Wis 15, Cha 15
Skills: Appraise +12, Concentration +14, Craft (gemcutting) +12, Craft (painting) +12, Hide +13, Intimidate +12, Knowledge (history) +12, Knowledge (nobility) +12, Knowledge (the planes) +12, Knowledge (religion) +12, Listen +12, Move Silently +13, Perform +12, Search +12, Sense Motive +12, Spellcraft +12, Spot +12
Feats: Cleave, Combat Casting, Combat Ref lexes, Dodge, Improved Initiative, Power Attack
Languages: Auran, Celestial, Common, Ignan
Karim gained most of his wealth through a protracted war with the efreeti, and is a highly skilled combatant. He typically begins a fight by activating his Whirlwind power, and uses it until his opponents are overcome. If faced with opponents who are not unduly affected by that power, he takes to the air and opens fire with his bow. If confronted with a f lying opponent, he switches to his scimitar and engages in handto- hand combat instead. Karim is not too proud to retreat, and if reduced to 50% or less of his hit points, he plane shifts away at the first available opportunity.
Karim is not a noble djinni and cannot grant wishes.
Air Mastery (Ex): Airborne creatures suffer a –1 circumstance penalty to attack and damage rolls against a djinni.
Spell-Like Abilities: 1/round - invisibility (self only); 1/day - create food and water, create wine (as create water, but wine instead), major creation (created vegetable matter is permanent), persistent image (DC 17), and wind walk. Once per day, a djinni can assume gaseous form (as the spell) for up to 1 hour. Caster level 20th.
The save DCs are Charisma-based.
Plane Shift (Sp): A genie can enter any of the elemental planes, the Astral Plane, or the Material Plane. This ability transports the genie and up to six other creatures, provided they all link hands with the genie. It is otherwise similar to the spell of the same name.
Telepathy (Su): A genie can communicate telepathically with any creature within 100 feet that has a language.
Whirlwind (Su): The djinni can transform itself into a whirlwind once every 10 minutes and remain in that form for up to 7 rounds. In this form, it moves through the air or along the ground at its f ly speed. The whirlwind is 5 feet wide at the base, up to 30 feet wide at the top and up to 50 feet tall. The djinni controls the exact height, but it must be at least 10 feet. Large or smaller creatures might take damage when caught in the whirlwind and be lifted into the air. An affected creature must succeed at a Reflex save (DC 20) when it comes into contact with the whirlwind or take 3d6 points of damage. It must also succeed at a second Reflex save or be picked up bodily and held suspended in the powerful winds, automatically taking 1d8 points of damage each round. A creature that can fly is allowed a Ref lex save (DC 20) each round to escape the whirlwind. The creature still takes damage but escapes if the save is successful. The save DC is Strength-based and includes a +3 racial adjustment.
Creatures trapped in the whirlwind cannot move except to go where the djinni carries them or to escape the whirlwind. Creatures caught in the whirlwind can otherwise act normally, but must make a Concentration check (DC 15 + spell level) to cast a spell. Creatures caught in the whirlwind take a –4 penalty to Dexterity and a –2 penalty on attack rolls. The djinni can have only as many creatures trapped inside a whirlwind at one time as will fit inside the whirlwind’s volume.
The djinni can eject any carried creatures whenever it wishes, depositing them in any square wherever the whirlwind happens to be. If the whirlwind’s base touches the ground, it creates a swirling cloud of debris. This cloud is centered on the djinni and has a diameter equal to half the whirlwind’s height. The cloud obscures all vision, including Darkvision, beyond 5 feet. Creatures 5 feet away have onehalf concealment, while those farther away have total concealment. Those caught in the cloud must succeed at a Concentration check (DC 15 + spell level) to cast a spell.
Possessions: +1 mighty (+4) thundering long bow, 20 +1 arrows, +1 frost scimitar, +1 large shield, +2 chain shirt studded with 100 diamonds worth 100 gp each.