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# Djinni
*Large* *Elemental*
- **Armor Class:** 16
- **Hit Points:** 172 (15d10+90)
- **Speed:** walk 30 ft. fly 90 ft.
- **Challenge Rating:** 11 (7,200 XP)
- **Source:** A5e Monstrous Menagerie, page 219
| STR | DEX | CON | INT | WIS | CHA |
| --- | --- | --- | --- | --- | --- |
| 18 (+4) | 22 (+6) | 22 (+6) | 14 (+2) | 16 (+3) | 20 (+5) |
- **Saving Throws**: Dex +10, Int +6, Wis +7, Cha +9
- **Skills:** acrobatics +10, insight +7, perception +7
- **Damage Resistances:** lightning, thunder
- **Senses:** darkvision 120 ft., passive Perception 17
- **Languages:** Auran
### Special Abilities
- **Innate Spellcasting:** The djinnis innate spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components: At will: alter self (can assume Medium or Large form), detect magic, wind wall, 3/day each: creation, major image, tongues, wind walk, 1/day each: conjure elemental (air elemental only), control weather, create food and water (10 supply), plane shift (to Elemental Plane of Air only)
### Actions
- **Multiattack:** The djinni makes three scimitar attacks.
- **Scimitar:** Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage plus 5 (1d10) lightning damage.
- **Lightning Blast:** Ranged Spell Attack: +9 to hit, range 90 ft., one target. Hit: 35 (10d6) lightning damage.
- **Scimitar Sweep (1/Day, Giant Form Only):** The djinn makes a scimitar attack against each creature of its choice within its reach.
### Bonus Actions
- **Giant Form (1/Day:** The djinni magically becomes a Huge, semi-substantial creature of billowing cloud. In this form, it gains resistance to nonmagical damage, and its scimitar attacks gain a reach of 10 feet. The effect ends after 1 minute, when the djinni is incapacitated, or if the djinn becomes bloodied.
- **Whirlwind (1/Day):** A magical, 5-foot-wide, 30-foot-tall whirlwind appears in a space the djinni can see within 60 feet. The whirlwind may appear in another creatures space. If the whirlwind appears in another creatures space, or when it enters a creatures space for the first time on a turn, the creature makes a DC 18 Strength check, becoming restrained by the whirlwind on a failure. The whirlwind may restrain one creature at a time. A creature within 5 feet of the whirlwind (including the restrained creature) can use an action to make a DC 18 Strength check, freeing the restrained creature on a success. A freed creature can move to an unoccupied space within 5 feet of the whirlwind.
- **As a bonus action:** The whirlwind disappears if the djinni loses sight of it, if the djinni dies or is incapacitated, or if the djinni dismisses it as an action.