Djinni

Djinni

Large elemental, chaotic good

11
Challenge Rating
7200 XP

Djinni, powerful elemental beings of the plane of air, are majestic and otherworldly creatures. These genies embody the essence of wind and are known for their immense power and ability to grant wishes. Djinni are often encountered in their true form, which is that of a towering humanoid composed of swirling, translucent air.

Djinni possess a regal and ethereal presence, with their forms radiating a soft glow and their movements accompanied by a gentle breeze. They have a humanoid shape, but their bodies seem to be made of constantly shifting and swirling air currents. Djinni stand tall and proud, their bodies often wreathed in a semi-translucent robe-like garment that mimics the appearance of billowing clouds.

As beings of air, Djinni possess the ability to fly effortlessly through the sky. They can manipulate air currents to move swiftly and gracefully, making them formidable opponents in combat and masters of aerial maneuvers. Djinni are known for their proficiency in wielding magical powers related to air and wind, allowing them to create powerful gusts, summon whirlwinds, and manipulate the weather to their advantage.

In their interactions with mortals, Djinni are often depicted as both enigmatic and capricious. While they can be benevolent and helpful allies, they are also known for their fickle nature and occasional disdain for mortal affairs. Djinni value their freedom above all else and may become easily bored or dismissive when dealing with beings they consider beneath them.

One of the most iconic aspects of Djinni is their ability to grant wishes. They possess powerful magic that can make dreams come true, but they do so with caution and deliberation. Djinni are known to twist the wording of wishes to suit their own whims or to test the true desires of the wisher. It is said that dealing with Djinni and making wishes carries inherent risks and should be approached with great care.

Encountering a Djinni can be a remarkable and potentially life-changing experience. Their presence evokes a sense of awe and wonder, and their immense power can tip the scales of fate. However, navigating the intricate complexities of their desires and motivations requires tact, intelligence, and a keen understanding of their enigmatic nature.

Special Abilities

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.
Armor Class: 17 (natural armor)
Hit Points: 161 (14d10+84)
Speed: 30 ft. (walk), 90 ft. (fly)
str
21
+5
dex
15
+2
con
22
+6
int
15
+2
wis
16
+3
cha
20
+5
Damage Immunities: lightning | thunder
Proficiency Bonus: +4

Proficiencies

  • Saving Throw: DEX +6
  • Saving Throw: WIS +7
  • Saving Throw: CHA +9

Senses

  • Passive Perception: 13
  • Darkvision: 120′
Languages: Auran
Environment: Coastal

Credits: SRD 5.1