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.
- 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
- 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.