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SRD

Djinni

Large elemental, chaotic good
Armor Class 17 (natural armor)
Hit Points 161 14d10+84
Speed 30ft Fly: 90ft

STR
21 +5
DEX
15 +2
CON
16 +3
INT
15 +2
WIS
16 +3
CHA
20 +5

Saving Throws Dex +6, Wis +7, Cha +9
Damage Immunities lightning, thunder
Senses darkvision 120 ft., passive Perception 13
Languages Auran
Challenge 11 (7,200 XP)

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

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

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


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


Actions

Multiattack. The djinni makes three scimitar attacks.

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

Create Whirlwind. A 5-foot-radius, 30-foot-tall cylinder of swirling air magically forms on a point the djinni can see within 120 feet 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 60 feet 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.


 

Created by

Koloblicin.

Statblock Type

Monster / Creature

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