Summary
Ability Scores
Details
Abilities
Actions
The djinni makes three attacks, using Storm Blade or Storm Bolt in any combination.
reach 5 feet. plus 7 (2d6) Lightning damage.
range 120 feet. If the target is a Large or smaller creature, it has the Prone condition.
The djinni conjures a whirlwind at a point it can see within 120 feet. The whirlwind fills a 20-foot-radius, 60-foot-high Cylinder centered on that point. The whirlwind lasts until the djinni’s Concentration on it ends. The djinni can move the whirlwind up to 20 feet at the start of each of its turns. Whenever the whirlwind enters a creature’s space or a creature enters the whirlwind, that creature is subjected to the following effect. Strength Saving Throw: DC 17 (a creature makes this save only once per turn, and the djinni is unaffected). Failure: While in the whirlwind, the target has the Restrained condition and moves with the whirlwind. At the start of each of its turns, the Restrained target takes 21 (6d6) Thunder damage. At the end of each of its turns, the target repeats the save, ending the effect on itself on a success.
The djinni casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 17):
At Will: Detect Evil and Good, Detect Magic
2/Day Each: Create Food and Water (can create wine instead of water), Tongues, Wind Walk
1/Day Each: Creation, Gaseous Form, Invisibility, Major Image, Plane Shift
