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Djinni

Djinni DnD 5e Creature from the SRD 5e

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DESCRIPTION

What are Djinni? The Djinn are creatures created by the Chaos Elemental. Most have been imprisoned in everyday objects and scattered after assisting the primordials in their old struggle with the gods. The few that were liberated attempted to recover their control. They are the chaotic force of ferocious storms with benevolent minds. Only the noble djinn possessed the wish spell’s power.

Large elemental, chaotic good

Base Statistics

  • Armor class: 17 (natural armor)
  • Hit Points (HP): 161 (14d10 + 84)
  • Speed: 30 ft., fly 90 ft.

Characteristics

  • STR: 21 (+5)
  • DEX: 15 (+2)
  • CON: 22 (+6)

  • INT: 15 (+2)
  • WIS: 16 (+3)
  • CHA: 20 (+5)

  • Saving Throw: Dex +6, Wis +7, Cha +9
  • Damage Immunities: lightning, thunder
  • Senses: darkvision 120 ft., passive Perception 13
  • Language: Auran
  • Challenge rating: 11 (7,200 XP)

Abilities

  • Elemental Demise. If the djinni dies, its body disintegrates into a warm breeze, leaving behind only equipment the djinni was wearing or carrying.
  • Innate Spellcasting. The djinni’s innate spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
    a) At will: detect evil and gooddetect magicthunderwave
    b) 3/day each: create food and water (can create wine instead of water), tongueswind walk
    c) 1/day each: conjure elemental (air elemental only), creationgaseous forminvisibilitymajor imageplane shift

Actions

  • Multiattack. The djinni makes three scimitar attacks.
  • Scimitar. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage plus 3 (1d6) lightning or thunder damage (djinni’s choice).
  • Create Whirlwind. A 5-foot-radius, 30-foot-tall cylinder of swirling air magically forms on a point the djinni can see within 120 feet of it. The whirlwind lasts as long as the djinni maintains concentration (as if concentrating on a spell). Any creature but the djinni that enters the whirlwind must succeed on a DC 18 Strength saving throw or be restrained by it. The djinni can move the whirlwind up to 60 feet as an action, and creatures restrained by the whirlwind move with it. The whirlwind ends if the djinni loses sight of it.
    A creature can use its action to free a creature restrained by the whirlwind, including itself, by succeeding on a DC 18 Strength check. If the check succeeds, the creature is no longer restrained and moves to the nearest space outside the whirlwind.

     

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