Djinn
A djinn is a Large air elemental from the Plane of Zephyron. It treats a conversation as a contract in progress, will grant a great deal, and holds the other party to the exact wording of what was asked.
- Physiology
- Elemental
- Size
- Large
- Speed
- 30 ft., fly 90 ft. (hover)
- Armor class
- 17 (turbulent air)
- Hit points
- 172 (15d10 + 90)
- Proficiency
- +4
- STR 21 +5 save +5
- DEX 15 +2 save +6
- CON 22 +6 save +6
- INT 15 +2 save +2
- WIS 16 +3 save +7
- CHA 20 +5 save +9
- Skills
- Persuasion +9 , Insight +7 , Perception +7
- Passive Perception
- 17
- Senses
- darkvision 120 ft.
- Languages
- Common, Primordial
- Damage immunities
- lightning, thunder
- Found in
- Plane of Zephyron , Desert
Traits
-
Elemental Body
Does not require food, drink or sleep.
-
Whirlwind Form
Can enter a hostile creature's space and stop there, and can move through a gap as narrow as 1 inch without squeezing.
-
Exact Terms
The djinn keeps to the exact terms of any agreement it makes and does not go beyond them.
Actions
-
Multiattack
The djinn makes two Scimitar attacks and one Lightning attack.
-
Scimitar
+9 to hit · reach 5 ft.
2d6 + 5 slashing damage
A slash from its scimitar.
-
Lightning
+9 to hit · long range
4d10 lightning damage
One creature within Long range.
-
Whirlwind
DC 18 Strength save
A 20-foot-radius, 60-foot-high cylinder centered on the djinn. Each creature in it makes a Strength saving throw, taking 6d8 bludgeoning damage and being flung 20 feet on a failure, and half damage on a success.