SRD5:Djinni

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Djinni exists in other D&D editions see:

Djinni (disambiguation).

DnD Djinn
by Mariana Ruiz Villarreal
Public Domain image
Image is not part of the SRD
Djinni [SRD5 OGL/CC-BY][1] [2] [3] [4]
Large Elemental  (Air Elementals, Genies), Chaotic Good
Armor Class: 17
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 Immunity: lightning, thunder
Senses: darkvision 120 ft., passive perception 13
Languages: Auran
Habitat: Coastal
Plane: Plane of Air
Challenge: 11 (7,200 xp)Proficiency Bonus (PB): +4

Features

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.

End of the SRD5 material

Unofficial Description:

Variant Genie Powers

[5] Some especially powerful genies have additional abilities. The GM can choose one or all of the following:

Disguises

Summary: Can use illusion, disguise self, and/or polymorph.

Wishes

Summary: Powerful genies can grant wishes. Usually 1-3 within a period of a year.

Sources and Notes

  1. SRD5:
  2. also printed in — Christopher Perkins, et. al.. Monster Manual (5e) (5e 2014) (2014-09-30). Wizards of the Coast. p. 144.
  3. Note: Habitat and plane are not part of the SRD5.
  4. habitat - Dungeon Master's Guide (5e) p.302-305
  5. Monster Manual (5e) p.144. (summarized).

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Monster data +

Djinni (Sort Text: Genie Djinni 5e, Size: Large, Type: Elemental, Subtypes: Air Elemental Genie, Alignment: Chaotic Good, HP: 161, CR: 11, Features: Elemental Demise Innate Spellcasting Multiattack Scimitar Create Whirlwind, Has Lair: No, NPC: No, Canon: Yes, Pointer: No, UA: No, User: No, Sources: SRD-OGL v5.1 SRD-CC v5.1)

SRD-OGL v5.1, SRD-CC v5.1 Contrigubtions +

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