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Djinni

Djinni

Large elemental, chaotic good

Armor Class 17 (natural armor)

Hit Points 161 (14d10+84)

Speed 30ft., fly 90ft.

STRDEXCONINTWISCHA
21 (+5)15 (+2)22 (+6)15 (+2)16 (+3)20 (+5)

Saving Throws Dex +6, Wis +7, Cha +9

Damage Immunities lightning, thunder

Senses darkvision 120ft., passive Perception 13

Languages Auran

Challenge 11 (7,200 XP)

Traits

Elemental Demise

If the djinni dies, its body disintegrates into a warm breeze, leaving behind only equipment the djinni was wearing or carrying.

Innate Spellcasting

The djinni's innate spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). It can innately cast the following spells, requiring no material Components

At will: detect evil and good, detect magic, thunderwave

3/day each: create food and water (can create wine instead of water), tongues, wind walk

1/day each: conjure elemental (air elemental only), creation, gaseous form, invisibility, major image, plane shift

Actions

Multiattack

The djinni makes three scimitar attacks.

Scimitar

Melee Weapon Attack: +9 to hit, reach 5ft., one target.
Hit: 12 (2d6+5) slashing damage plus 3 (1d6) lightning or thunder damage (djinni's choice).

Create Whirlwind

A 5ft radius, 30ft tall cylinder of swirling air magically forms on a point the djinni can see within 120ft of it. The whirlwind lasts as long as the djinni maintains concentration (as if concentrating on a spell). Any creature but the djinni that enters the whirlwind must succeed on a DC 18 Strength saving throw or be restrained by it. The djinni can move the whirlwind up to 60ft as an action, and creatures restrained by the whirlwind move with it. The whirlwind ends if the djinni loses sight of it.

A creature can use its action to free a creature restrained by the whirlwind, including itself, by succeeding on a DC 18 Strength check. If the check succeeds, the creature is no longer restrained and moves to the nearest space outside the whirlwind.

  • name Djinni
  • type elemental
  • kind genie
  • ac 17
  • hp 161 (14d10+84)
  • size large
  • alignment chaotic good
  • abilities
      • name STR
      • value 21
      • name DEX
      • value 15
      • name CON
      • value 22
      • name INT
      • value 15
      • name WIS
      • value 16
      • name CHA
      • value 20
  • speed 30ft, fly 90ft
  • cr 11