Djinni
Djinni CR: 11
STR
21 +5
DEX
15 +2
CON
22 +6
INT
15 +2
WIS
16 +3
CHA
20 +5
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.
Elemental Demise. If the djinni dies, it's body disintegrates into a warm breeze, leaving behind only the 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 lightning or thunder damage (djinni's choice). Create Whirlwind. A 5 foot radius, 30 foot tall cylinder of swirling air magically 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 any creatures restrained by the whirlwind move with it. The whirlwind ends if the djinni loses sight of it. A creature can make an 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.
Suggested Environments
the Middle East.
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