Djinn,Variant (3.5e Race)

Djinn
[[Summary::The Djinn are mostly spellcasters.The oldest of the race are completely changed into charwood constructs. The Djinn are a proud race of people that will do anything to get what they want. Or think they rightly deserve.

They are a brutal race and are mostly mercenaries.]]

Personality
The Djinn believe their minds are cages to their magical powers. If they can break free of their cage, they will acquire unlimited power. The Djinn have searched for eons to find a way to break their mind cages, but to no avail. The Djinn have fierce attitudes, and have major issues with humans. Or anything mortal for that matter. The Djinn cannot stand the gods.

History
An evil god told the Djinn that they would free them from their minds if the Djinn did what the gods wanted them to. The Djinn blindfully accepted the deal. The Gods had the Djinn sign a contract that said once the gods were finished with the Djinn, they would release their minds and free them of their own cages. The gods turned on the Djinn and used them as mercenaries. The gods did not break the bargain, but to the Djinn, the gods lied.

Physical Description
Djinn from Clash of the Titans.

Alignment
While Djinn can be of any alignment, they tend to lean towards a more chaotic outlook on life. They have this outlook because on life they were tricked into servitude by the gods.

Lands
The Djinn stick to the desert because they live comfortably in the heat. They are cold-blooded and therefore adapt the the desert.

Language
The Djinn speak Arabic, or what sounds like Arabic. The language automatically causes anyone around them to make a DC against the Djinn's aura of fear or be shaken. Other Djinn are immune to this effect.

Racial Traits

 * Type::Humanoid (Subtype::Djinn)
 * Djinn base land speed is 40 feet: Djinn are not hampered by difficult terrain.
 * Charwood Regeneration : The Djinn do a battle ritual and attach a piece of char wood into the shape of the the desired limb, and put it against the stump of the missing limb. The charwood limb attaches itself to the Djinn's body using their magic bloodline to seal the wood to their body. This ritual takes 10 minutes to complete and they need Charwood and hot metal.
 * Meditation : The Djinn do not need to sleep. Instead they meditate for four hours. They are fully aware of their surroundings, but they are unable to act unless awoken.
 * Djinn are immune to sleep effects.
 * Aura of Fear : Any creature that has less Hit Die than the Djinn who comes within 15 ft. must make a will save DC 10 + 1/2 the Djinn's Hit Die + Charisma Modifier or become shaken. This is a mind-affecting fear effect. The Djinn may choose who this aura doesn't affect.
 * Vulnerability to Cold : Djinn take half again as much (50%) damage as normal from cold, regardless of whether a saving throw is allowed, or if the save is a success or failure.
 * Automatic Languages: Djinn
 * Bonus Languages: Abyssal, Celestial, Common, Elven, Infernal
 * Favored Class:, , ,
 * Level Adjustment: +Level Adjustment::0
 * Effective Character Level: Effective Character Level::1
 * Level Adjustment: +Level Adjustment::0
 * Effective Character Level: Effective Character Level::1