Djinn (Lesser)
Source: The Gods Are Bastards - Web Serial
Type: High-Power Entity (bound to Hell)
Hierarchy: High-Power Entities (essential contract observers, not proper demons)
Minimum Warlock Level: 10
Physical Description
Lesser Djinn are not proper demons but human souls bound to Hell. They have blue skin with aquiline (eagle-like) features from the waist up, appearing as humanoid figures with distinctive, refined appearances. However, below the navel, their bodies transition into a long tendril of smoke connected to a lamp or bottle. This binding to a focus object is their defining characteristic—they are bound to specific artifacts and cannot fully manifest without being released from their binding objects.
Lesser Djinn can only be manifested through their focus (usually a lamp or bottle) in an incorporeal form. Unlike other demons, they cannot be summoned in the same way—they must be manifested through their binding object, and they appear in an incorporeal, smoke-like form rather than a fully physical presence.
They were once human warlocks from Calderaas who attempted forbidden summoning rituals and were punished by being bound to Hell. They can interact with the mortal plane through their binding artifacts, but only in their incorporeal, manifested form.
Role in Hell
Lesser Djinn occupy a unique and essential position in Hell's hierarchy. They are entities made of knowledge, existing somewhere between clairvoyant and omniscient. They delight in sharing knowledge, but their preternatural cognizance means they know exactly how to twist their words to cause the most chaos possible.
Contract Observers
Lesser Djinn serve a critical function in infernal contract negotiations. Warlocks are practically required to contract with a lesser Djinn around level 10, as higher tier demons will not entertain contracts from a warlock unless that contract is observed by a Djinn.
The reason for this is that if a warlock reneges on a contract that a Djinn has overseen, the Djinn can spread that knowledge far and wide, functionally cutting that warlock off from any infernal resources. This makes Djinn essential as neutral observers who can verify contract terms and enforce consequences for breach of contract.
Knowledge Bargaining
Lesser Djinn bargain in knowledge. Frequently, in order to get information from them, you must bargain some knowledge in return. They delight in the exchange of information, but their ability to twist words means that any information they provide may be technically true but designed to cause maximum chaos or misunderstanding.
Making a Pact
What Lesser Djinn Want
Lesser Djinn seek: - Knowledge: They value information, secrets, and knowledge above all else - Knowledge in return: They frequently require you to share knowledge in exchange for what they provide - Contract observation opportunities: They appreciate being asked to observe contracts, as this gives them power and influence - Chaos and entertainment: They delight in causing chaos through carefully twisted words and information
What They Get from the Pact
Through the pact, Lesser Djinn gain: - A source of knowledge: The warlock becomes a source of information and secrets - Contract observation rights: The warlock's contracts with other demons must be observed by the Djinn - Influence and power: By observing contracts, they gain influence over infernal politics and relationships - Entertainment: They gain satisfaction from the chaos they can cause through their twisted words
Contract Difficulty
Negotiation DC: Hard (DC 18 Charisma check)
Lesser Djinn are difficult to contract with because they are entities of pure knowledge who know exactly how to twist words. They will carefully craft contract terms that appear fair but contain hidden clauses or interpretations that benefit them. Their preternatural cognizance means they can see all possible interpretations of every word, allowing them to create contracts that are technically correct but designed to cause maximum chaos.
Demon Manifestation
Lesser Djinn cannot be summoned in the same way as other demons. They can only be manifested to the material plane in a limited capacity through a focus (usually a lamp or bottle) that gives them an incorporeal form.
When you manifest your pacted Lesser Djinn, it appears in incorporeal, smoke-like form through its binding object (which you must possess or have access to). The Djinn can aid you in the following ways:
- Knowledge Sharing: The Djinn can provide information, answer questions, or share knowledge (though answers may be twisted to cause chaos)
- Contract Observation: The Djinn can observe and verify contracts with other demons
- Information Gathering: The Djinn can use its near-omniscient knowledge to gather information about people, places, or events
- Twisted Advice: The Djinn can provide advice that is technically correct but designed to cause maximum chaos
The Djinn can remain manifested for a number of hours equal to your warlock level, but it is bound to its lamp or bottle and must return to it when the manifestation ends. The Djinn will follow commands but may interpret them in ways that serve its own interests and cause chaos.
Warning: Lesser Djinn are entities of pure knowledge who know exactly how to twist words. Any information they provide may be technically true but designed to cause maximum chaos. They are essential for higher-tier demon contracts but must be handled with extreme care.
Example Stat Block
name: Lesser Djinn
size: Medium
type: elemental
subtype: djinn
alignment: chaotic neutral
ac: 14 (incorporeal)
hp: 112
hit_dice: 15d8 + 45
speed: 0 ft., fly 60 ft. (hover)
stats: [10, 18, 16, 22, 20, 19]
skillsaves:
- arcana: 15
- history: 15
- insight: 13
- investigation: 15
- perception: 13
damage_resistances: acid, fire, lightning, thunder, bludgeoning, piercing, and slashing from nonmagical attacks
damage_immunities: cold, poison, necrotic, psychic
condition_immunities: charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained
senses: darkvision 120 ft., truesight 60 ft.
languages: All languages, telepathy 120 ft.
cr: 10
traits:
- name: Incorporeal Movement
desc: "The Lesser Djinn can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object."
- name: Bound to Focus
desc: "The Lesser Djinn is bound to a specific lamp or bottle. While the focus exists, the Djinn cannot be permanently killed and will reform within the focus after 24 hours if destroyed. The Djinn can only manifest in incorporeal form through its focus."
- name: Preternatural Cognizance
desc: "The Lesser Djinn is somewhere between clairvoyant and omniscient. It knows exactly how to twist words to cause maximum chaos. It has advantage on all Intelligence checks and can see through illusions and deceptions."
- name: Knowledge Entity
desc: "The Lesser Djinn is an entity made of knowledge. It can answer questions about almost any topic, though answers may be twisted to cause chaos. It delights in sharing knowledge but requires knowledge in return."
actions:
- name: Spellcasting
desc: "The Djinn is a spellcaster. Its spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). It knows the following spells:\n\nAt will: detect magic, detect thoughts, mage hand, minor illusion, prestidigitation\n3/day each: clairvoyance, locate object, speak with dead, tongues\n1/day each: arcane eye, contact other plane, legend lore, scrying"
- name: Incorporeal Touch
desc: "Melee Spell Attack: +11 to hit, reach 5 ft., one target. Hit: 18 (4d6 + 4) force damage. The target's Strength score is reduced by 1d4. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest."
- name: Twisted Knowledge
desc: "The Lesser Djinn provides information to a creature within 60 feet. The information is technically true but designed to cause maximum chaos or misunderstanding. The target must make a DC 18 Wisdom saving throw. On a failure, the target misinterprets the information in a way that causes confusion, conflict, or poor decision-making. The effect lasts for 1 hour or until the target realizes the misinterpretation."
Related: Magical Patrons/Infernal/Demons | Mechanics/Classes/Warlock | Infernal Magic Overview | Mana | Magic System Interactions