Djinni

5.5e

large elemental, neutral

Challenge 11 (7200 XP)

STR
21 (+5)
DEX
15 (+2)
CON
22 (+6)
INT
15 (+2)
WIS
16 (+3)
CHA
20 (+5)

Defense

Armor Class 17 (natural armor)
Hit Points 218 (19d10+114)
Speed 30 ft., fly 90 ft.

Proficiencies & Senses

Saving Throws Dex +6, Wis +7
Languages Auran
Darkvision 120 ft.
Passive Perception 13

Traits

Damage Immunities Lightning, Thunder

Traits

Elemental Restoration

If the djinni dies outside the Elemental Plane of Air, its body dissolves into dirt, 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, it 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, it can't do so again for 365 days.

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

Actions

Multiattack

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

Storm Blade

Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage plus 7 (2d6) lightning damage.

Storm Bolt

Ranged Weapon Attack: +9 to hit, range 120 ft., one target. Hit: 18 (3d8 + 5) 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.

Reference Text

A tall, majestic humanoid figure made of swirling air and cloud, with a serene expression, floating above the ground, surrounded by gentle winds and lightning.