5.5e Sheet

Djinni

Large Elemental (Genie), Chaotic Good
Summary
AC 17Initiative  +2 (12)
Hit Points 218 (19d10+114)
Speed 30 ft., Fly 90 ft.
CR 11 (7,200 XP); PB +4
Ability Scores
Details
Abilities
Actions
Multiattack.

The djinni makes three attacks, using Storm Blade or Storm Bolt in any combination.

Storm Blade. Melee Attack Roll: +9, reach 5 ft. Hit: 12 (2d6 + 5) Slashing damage

reach 5 feet. plus 7 (2d6) Lightning damage.

Storm Bolt. Ranged Attack Roll: +9, range 120 ft. Hit: 13 (3d8) Thunder damage

range 120 feet. If the target is a Large or smaller creature, it has the Prone condition.

Create Whirlwind.

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.

Spellcasting.

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

Djinni