Djinni Whirlwind ability [Archive] - Wizards Community

Post/Author/DateTimePost
Man-Rata

06-13-05, 09:00 AM
Wanted to use a Djinni in my story, but it's whirlwind ability which cleary is what it can, leaves me with some questions.

Like are you able to hit the Djinni in it's whirlwind? And if you can, are you sucked into it when striking it unless you succed on a DC 20 reflex? (You should be able to hit it, but how do you hit a whirldwind?)

Can people sucked into it strike the Djinni, and do they have any modifiers to hit (+'s from being inside the Djinni, -'s from being tossed around).

Would the whirldwind do more damage if the Djinni had littered nails and broken glass on the ground?

Do you get fall damage when the Djinni stops the whirldwind, if it chose to make it 50 ft tall, and people get sucked close to the top, 40-45 ft?

Do you take the 3d6 damage only once, or is it evry round you are in contact, if you fail the DC 20 Reflex? Even when sucked into it?

It's a very long description for something that raises alot of questions.
Moradin

06-13-05, 03:06 PM
I don't think attacks could be made against it.. not melee ones, anyway. It says that the Djinni transforms into a whirlwind, so I suppose it alters its actual physical composition into that o a whirling torrent of air. It also notes that while in this state, Djinni cannot make actual melee attacks or threaten squares, so if it cannot attack due to lack of a physical part to attack with, I guess you wouldn't be able to hit it either. Regardless, if someone made an attack against the whirlwind, they (I don't think) would do any damage, but they would get sucked into it if hey fail the save. (unless perhaps if it was with a reach weapon, such as a long spear. Maybe in this case the weapon would just be snatched out of the PC's hand).

Yes, creatures being expelled from the whirlwind would definately take fallin damage. 50 feet would constitute 5d6 points of falling damage. The Djinnin can eject anyone inside of the whilwind whenever it chooses, and I woul also assume that if the Djinnin transforms back into its natural state while a character is trapped inside the winds, he or she would then fall.

About the nails and broken glass, that's your call I guess. Anyone caught in it takes 1d8 damage/round, maybe with glass or other such fragments caught in the wind, the damage would inflict a bleeding wound, casuing the subject to lose an extra 1 point of damage for each round inside of the whirlwind. (these effects would stack).


For your last question, I don't take they would take 3d6 damage every round. The inital shock of coming into contact with a whirlwind would deal the 2d6. if a reflex save succeeds, they don't take the damage, but need to make another to avoid being sucked in. if they pass that one as well, no damage and no sucked in. if they save the first, evading the 3d6, but then get sucked in, there would be no 3d6 damage, just the continuous 1d8/round.

I guess that's how it would work, anyway.