Djinni

Djinni

Large Elemental (Genie) • Chaotic Good

Armor Class
17
Hit Points
218
(19d10 + 114 HD)
Challenge Rating
11
7,200 XP
Speed
30 ft.
Fly 90 ft.

Ability Scores

Click any value to roll ๐ŸŽฒ

Saving Throws

Skills

โ— proficient  •  โ—† expertise
Passive Perception
13
Passive Investigation
12
Passive Insight
13
๐Ÿ’ช Strength
๐Ÿƒ Dexterity
๐Ÿง  Intelligence
๐Ÿ‘๏ธ Wisdom
โœจ Charisma
Damage Immunities: Lightning, Thunder
Senses: darkvision 120 ft, Passive Perception 13
Languages: Primordial (Auran)

Traits

Elemental Restoration

If the djinni dies outside the Elemental Plane of Air, its body dissolves into mist, and it gains a new body in 1d4 days, reviving with all its Hit Points somewhere on the Plane of Air.

Magic Resistance

The djinni has Advantage on saving throws against spells and other magical effects.

Wishes

The djinni has a 30 percent chance of knowing the *Wish* spell. If the djinni knows it, the djinni can cast it only on behalf of a non-genie creature who communicates a wish in a way the djinni can understand. If the djinni casts the spell for the creature, the djinni suffers none of the spell's stress. Once the djinni has cast it three times, the djinni can't do so again for 365 days.

Actions

Multiattack

The djinni makes three attacks, using Storm Blade or Storm Bolt in any combination.

Storm Blade

*Melee Attack Roll:* +9, reach 5 feet. 12 (2d6 + 5) Slashing damage plus 7 (2d6) Lightning damage.

Storm Bolt

*Ranged Attack Roll:* +9, range 120 feet. 13 (3d8) Thunder damage. If the target is a Large or smaller creature, it has the condition.

Create Whirlwind

The djinni conjures a whirlwind at a point it can see within 120 feet. The whirlwind fills a 20-foot-radius, 60-foot-high Cylinder [Area of Effect]|XPHB|Cylinder centered on that point. The whirlwind lasts until the djinni's Concentration on it ends. The djinni can move the whirlwind up to 20 feet at the start of each of its turns.
Whenever the whirlwind enters a creature's space or a creature enters the whirlwind, that creature is subjected to the following effect. *Strength Saving Throw*: DC 17 (a creature makes this save only once per turn, and the djinni is unaffected). *Failure:* While in the whirlwind, the target has the condition and moves with the whirlwind. At the start of each of its turns, the target takes 21 (6d6) Thunder damage. At the end of each of its turns, the target repeats the save, ending the effect on itself on a success.

Spellcasting

The djinni casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 17):

- **At Will:** *Detect Evil and Good*, *Detect Magic*
- **2e/Day Each:** *Create Food and Water*, *Tongues*, *Wind Walk*
- **1e/Day Each:** *Creation*, *Gaseous Form*, *Invisibility*, *Major Image*, *Plane Shift*