Djinni

Djinni CR: 11

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

STR

21 +5

DEX

15 +2

CON

22 +6

INT

15 +2

WIS

16 +3

CHA

20 +5

Saving Throws: Dex +4, Wis +7, Cha +9
Damage Immunities: Lightning, Thunder
Senses: Darkvision 120 ft, passive Perception 13
Languages: Auran, Common (Arabic or Persian)
Challenge Rating: 11

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 elementals 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, 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.

Djinni are the most well-known type if Jinn. They are usually blue-skinned, well-built, and usually dressed in silks, made in a way to be more comfortable than anything else. Not inherently evil, a few are (usually following Iblis).

Suggested Environments

the Middle East.


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