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monster

Djinni

Djinni
Djinni
CR 11
Large Elemental (genie), Chaotic Good
Reveal Stat Block
Armor Class
17
Hit Points
218 (19d10 + 114)
Speed
30 ft., fly 90 ft. (hover)
str
21
+5
dex
15
+2
con
22
+6
int
15
+2
wis
16
+3
cha
20
+5

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|XPHB somewhere on the Plane of Air.
Magic Resistance.The djinni has Advantage|XPHB on saving throws against spells and other magical effects.
Wishes.The djinni has a 30 percent chance of knowing the Wish|XPHB 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.m 9, reach 5 feet. ({@damage 2d6 + 5) Slashing damage plus 7 (2d6) Lightning damage.
Storm Bolt.r 9, range 120 feet. ({@damage 3d8) Thunder damage. If the target is a Large or smaller creature, it has the Prone|XPHB 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|XPHB 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. str 17 (a creature makes this save only once per turn, and the djinni is unaffected). While in the whirlwind, the target has the {@condition Restrained|XPHB condition and moves with the whirlwind. At the start of each of its turns, the Restrained|XPHB 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.

Djinni

Djinni

Genie of the Air

As genies of wind and skies, djinn personify freedom and might. They can control wind and travel as swiftly as a breeze. They might be as serene as drifting clouds or as tempestuous as storms, but most djinn relish their freedom and desire to discover the wonders of the multiverse. Djinn often know many stories, and they might share such lore with those who offer their own exciting stories in trade.

While many djinn create airy palaces on stormy coasts or high in the clouds, untold numbers dwell on the Elemental Plane of Air. In floating cities, djinn collect tales and experiences from across the planes of existence, sharing them in fabulous forums, libraries, and theaters. The greatest of these cities is the Citadel of Ice and Steel, in which wind-sculpted towers contain a city-size trove of incredible knowledge and treasures that defy belief.