Djinni

Elemental · Large

Djinni
The genie of the lamp appearing to Aladdin's mother, engraving after Robert Smirke, 1802 · Robert Smirke, engraved by A. Smith, Arabian Nights, 1802, Public domain, Wikimedia Commons

A djinni is a genie of the air, proud and generous, met on its cloud palaces or in the desert where old lamps and bottles hold bound spirits. It may grant favours to those who flatter it, and despises those who try to command it.

Danger
A fight to fear
How it is met
Alone, day and night
Challenge
11
SRD 5.2.1 stat blocks
Djinni
Pathfinder Second Edition
Jaathoom (level 5, Monster Core)

Hear it

Where it is met

Hot Desert

Also: Elemental Air

Gives

Djinn Dust

Stat blocks (D&D 5e)

Djinni

Large Elemental (Genie), Neutral

AC 17 · Initiative +2 (12)

HP 218 (19d10 + 114)

Speed 30 ft., Fly 90 ft. (hover)

StrDexConIntWisCha
21 (+5), save +515 (+2), save +622 (+6), save +615 (+2), save +216 (+3), save +720 (+5), save +5

Immunities Lightning, Thunder

Senses Darkvision 120 ft.; Passive Perception 13

Languages Primordial (Auran)

CR 11 (XP 7 ,200; PB +4)

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. Hit: 12 (2d6 + 5) Slashing damage plus 7 (2d6) Lightning damage.

Storm Bolt. Ranged Attack Roll: +9, range 120 feet. Hit: 13 (3d8) Thunder damage. If the target is a Large or smaller creature, it has the Prone 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 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 Restrained condition and moves with the whirlwind. At the start of each of its turns, the Restrained 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
2/Day Each: Create Food and Water (can create wine instead of water), Tongues, Wind Walk
1/Day Each: Creation, Gaseous Form, Invisibility, Major Image, Plane Shift

This work includes material from the System Reference Document 5.2.1 ("SRD 5.2.1") by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode.

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