Djinni
Large elemental · Chaotic GoodAC: 17
HP: 161 (14d10 + 84)
Speed: 30ft, Fly 90ft
Initiative: +2
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| Str | 21 | | |
| Int | 15 | | |
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| Dex | 15 | | |
| Wis | 16 | | |
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| Con | 22 | | |
| Cha | 20 | | |
Senses: darkvision 120 ft.
Languages: Auran
Immunities: lightning, thunder
CR: 11
Traits
Elemental Demise
If the djinni dies, its body disintegrates into a warm breeze, leaving behind only equipment the djinni was wearing or carrying.Spellcasting
Innate Spellcasting
The djinni's innate spellcasting ability is Charisma (spell save DC 17, to hit with spell attacks). It can innately cast the following spells, requiring no material components:At will: , ,
3/day each: (can create wine instead of water), ,
1/day each: ( only), , , , ,
Actions
Multiattack
The djinni makes three scimitar attacks.Scimitar
Melee Weapon Attack: to hit, reach 5 ft., one target. Hit:12 () slashing damage plus 3 () 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 by it. The djinni can move the whirlwind up to 60 feet as an action, and creatures 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 by the whirlwind, including itself, by succeeding on a DC 18 Strength check. If the check succeeds, the creature is no longer and moves to the nearest space outside the whirlwind.