Bestiary · Elemental

PR 11

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.

Djinn, drawn at Large scale
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.