Djinni

Large / elemental / Chaotic Good / CR 11

Armor Class17
Hit Points161 (14d10 + 84)
Speed30 ft, fly 90 ft
Challenge11
Proficiency+4
STR21+5
DEX15+2
CON22+6
INT15+2
WIS16+3
CHA20+5
Saving Throws

Dexterity +6, Wisdom +7, Charisma +9

Senses

Darkvision 120 ft

Languages

Auran

Damage immunities

Lightning, Thunder

Traits

Elemental Demise

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

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 3/day each: create food and water (can create wine instead of water), tongues, wind walk 1/day each: conjure elemental (air elemental only), creation, gaseous form, invisibility, major image, plane shift

Create Whirlwind

Special

A of swirling air magically forms on a point the djinni can see within 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 saving throw or be restrained by it. The djinni can move the whirlwind up to 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 check. If the check succeeds, the creature is no longer restrained and moves to the nearest space outside the whirlwind.

Actions

Multiattack

Action

The Djinni makes three scimitar attacks.

Scimitar

Action

+9 to hit, range 5 ft. Hit: 12 (2d6 + 5) slashing damage. (djinni's choice).

Prepared Spells

Conjure Air Elemental, Create Food And Water, Creation, Detect Evil And Good, Detect Magic, Gaseous Form, Invisibility, Major Image, Plane Shift, Thunderwave, Tongues, Wind Walk

Referenced spells