Armor Class 17 (natural armor)
Hit Points 161 (14d10 + 84)
Speed 30 ft., fly 90 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
21 (+5) | 15 (+2) | 22 (+6) | 15 (+2) | 16 (+3) | 20 (+5) |
Saving Throws Dex +6, Wis +7, Cha +9
Damage Immunities lightning, thunder
Senses darkvision 120 ft., passive Perception 13
Languages Auran
Challenge 11 (7,200 XP)
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
Actions
Multiattack. The djinni makes three scimitar attacks.
Scimitar. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage plus 3 (1d6) lightning or thunder damage (djinni's choice).
Create Whirlwind. A 5-foot-radius, 30-foot-tall
cylinder of swirling air magically forms on a point the djinni can see
within 120 feet 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 DC 18
Strength saving throw or be restrained by it. The djinni can move the
whirlwind up to 60 feet 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 DC 18 Strength check. If
the check succeeds, the creature is no longer restrained and moves to
the nearest space outside the whirlwind.