Bestiary · Elemental

PR 9

Tide Djinn

A tide djinn is a Large water elemental noble, more formal than the djinn of the air. It surfaces at a named hour, hears a case, and holds the party to what they actually said. Ocean worlds with a treaty older than their charter are often bound to one of these.

Tide Djinn, drawn at Large scale
Physiology
Elemental
Size
Large
Speed
30 ft., fly 30 ft., swim 90 ft.
Armor class
16
Hit points
161 (14d10 + 84)
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
Passive Perception
13
Senses
darkvision 120 ft.
Languages
Primordial
Damage immunities
cold, lightning, poison
Condition immunities
poisoned , prone
Found in
Terran (Oceanic) , Shallows

Traits

  • Amphibious

    Breathes air and water.

  • Elemental Form

    Moves through a space as narrow as 1 inch without squeezing, and a creature that enters its space for the first time on a turn takes 1d8 cold damage.

Actions

  • Multiattack

    The djinn makes three Scimitar attacks.

  • Scimitar

    +9 to hit · reach 5 ft.

    2d6 + 5 slashing damage

    Plus 1d6 cold damage.

  • Undertow

    Recharges after a short rest. Each creature within 20 feet makes a DC 17 Strength save or is pulled 20 feet toward the djinn, knocked Prone and takes 4d8 bludgeoning damage.