5e24:Ring of Djinni Summoning: Difference between revisions
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Revision as of 05:07, 10 January 2026
Ring of Djinni Summoning [1][2]
Magic Ring, Legendary (requires attunement)
Charges: 3
Treasure Type: Relics
While wearing this ring, you can take a Magic action to summon a particular Djinni from the Elemental Plane of Air. The djinni appears in an unoccupied space you choose within 120 feet of yourself. It remains as long as you maintain Concentration, to a maximum of 1 hour, or until it drops to 0 Hit Points.
While summoned, the djinni is Friendly to you and your allies, and it obeys your commands. If you fail to command it, the djinni defends itself against attackers but takes no other actions.
After the djinni departs, it can’t be summoned again for 24 hours, and the ring becomes nonmagical if the djinni dies.
Rings of Djinni Summoning are often created by the djinn they summon and given to mortals as gifts of friendship or tokens of esteem.
Djinni
| Djinni [3] | ||||||||||||||||||||||||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Large Elemental (Genies, Air Elementals), Typically Neutral | ||||||||||||||||||||||||||||||||||||
| AC: 17Initiative: +2 (12) | ||||||||||||||||||||||||||||||||||||
| HP: 218 (19d10+114) | ||||||||||||||||||||||||||||||||||||
| Speed: 30 ft., Fly 90 ft. (hover) | ||||||||||||||||||||||||||||||||||||
| ||||||||||||||||||||||||||||||||||||
| Immunities: Lightning, Thunder | ||||||||||||||||||||||||||||||||||||
| Senses: Darkvision 120 ft., Passive Perception 13 | ||||||||||||||||||||||||||||||||||||
| Languages: Primordial (Auran) | ||||||||||||||||||||||||||||||||||||
| CR: 11 (XP 7,200; PB +4) | ||||||||||||||||||||||||||||||||||||
TraitsElemental Restoration. If the djinni dies outside Elemental Plane of Air, its body disolves into mist, and it gains a new body in 1d4 days, reviving with all its Hit Points somewhere in Plane of Air. ActionsMultiattack. The djinni makes three attacks, using Storm Blade or Storm Bolt in any combination. 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.
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+
Additional PropertiesFamiliar: |
Sources and Notes
- Wizards RPG Team. SRD 5.2 (5e 2024) (2025-04-22). Wizards of the Coast. p. 235. Licensed: CC-BY. ↑
- Wizards RPG Team. Dungeon Master's Guide (5e24) (5e 2024) (2024-11-12). Wizards of the Coast. ISBN 9780786969524. p. 292. Licensed: © Wizards of the Coast. ↑
- SRD 5.2 p.377 ↑
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Attribution:SRD 5.2 CC-BY
This work includes material from the System Reference Document 5.2 (“SRD 5.2”) by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd. The SRD 5.2 is licensed under the Creative Commons Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode].
