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Djinni Noble

Large · Elemental · CR 11 · Chaotic Evil

Armor Class
16
Hit Points and Hit Dice
344 (30d10+180)
Challenge Rating CR
11

Ability Scores

Core attributes and their modifiers.

STR
18
+4
DEX
22
+6
CON
22
+6
INT
14
+2
WIS
16
+3
CHA
20
+5

Overview

Category Monsters
Size Large
Type Elemental
Alignment Chaotic Evil
XP 7200
Initiative Bonus +6

Movement

Walk 30 ft (9.1 m)
Fly 90 ft (27.4 m)
Swim 15 ft (4.6 m)
Climb 15 ft (4.6 m)
Crawl 15 ft (4.6 m)

Senses

Darkvision 120 ft (36.6 m)
Passive Perception 17

Saving Throws

Dexterity +10 Intelligence +6 Wisdom +7 Charisma +9

Skills

Acrobatics +10 Insight +7 Perception +7

Languages

Auran

Resistances & Immunities

Damage Resistances
lightning, thunder

Traits

Innate Spellcasting

The djinnis innate spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components:

  • At Will: Alter Self (can assume Medium or Large form), Detect Magic, Wind Wall
  • 3/Day Each: Creation, Major Image, Tongues, Wind Walk
  • 1/Day Each: Conjure Elemental (air elemental only), Control Weather, Create Food and Water (10 supply), Plane Shift (to Elemental Plane of Air only)

Actions

Lightning Blast

+9 to hit, range 90 ft (27.4 m). Hit: 10d6 lightning damage.

Ranged Spell Attack: +9 to hit, range 90 ft., one target. Hit: 35 (10d6) lightning damage.

Multiattack

The djinni makes three scimitar attacks.

Scimitar

+10 to hit, reach 5 ft (1.5 m). Hit: 2d6+6 plus 1d10 lightning damage.

Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage plus 5 (1d10) lightning damage.

Scimitar Sweep

1/day

The djinn makes a scimitar attack against each creature of its choice within its reach.

Bonus Actions

As a bonus action

The whirlwind disappears if the djinni loses sight of it, if the djinni dies or is incapacitated, or if the djinni dismisses it as an action.

Giant Form

1/day

The djinni magically becomes a Huge, semi-substantial creature of billowing cloud. In this form, it gains resistance to nonmagical damage, and its scimitar attacks gain a reach of 10 feet. The effect ends after 1 minute, when the djinni is incapacitated, or if the djinn becomes bloodied.

Whirlwind

1/day

A magical, 5-foot-wide, 30-foot-tall whirlwind appears in a space the djinni can see within 60 feet. The whirlwind may appear in another creatures space. If the whirlwind appears in another creatures space, or when it enters a creatures space for the first time on a turn, the creature makes a DC 18 Strength check, becoming restrained by the whirlwind on a failure. The whirlwind may restrain one creature at a time. A creature within 5 feet of the whirlwind (including the restrained creature) can use an action to make a DC 18 Strength check, freeing the restrained creature on a success. A freed creature can move to an unoccupied space within 5 feet of the whirlwind.

About Djinni Noble

Djinni Noble is a large elemental with a Challenge Rating of 11. It has a chaotic evil alignment.

In combat, this creature maintains an Armor Class of 16 and possesses 344 hit points (derived from 30d10+180).

Djinni Noble has communication capabilities including Auran. This allows it to interact verbally with various creatures and characters.

GM Tips: Using Djinni Noble

2 tips available

When using Djinni Noble in your D&D 5e campaign, consider these tactical approaches:

  • Flight Control Strategy: Target flying creatures with spells like 'Hold Person', 'Web', or 'Grease' to ground them. Without flight restriction, they can escape melee range easily. Consider area denial spells below their flight altitude to force them into disadvantageous positions.
  • Lightning Damage Awareness: Lightning attacks often have long range and high speed. Advise players to use cover and avoid metal armor/weapons. Water surfaces amplify lightning damage - avoid fighting near water.

Player Guide: Facing Djinni Noble

2 strategies available

When your party encounters this creature, keep these strategies in mind:

  • Counter Flight Advantage: This creature can fly! Use ranged attacks, reach weapons, or spells like 'Thunderwave' to push it away. Consider 'Gust of Wind' or 'Earthbind' to ground it. Melee characters need fly speed or flight magic to engage.
  • Lightning Damage Protection: This creature deals lightning damage! Avoid metal armor and weapons. Use cover and avoid water surfaces. 'Iron Skin' or 'Protection from Energy' can help.

Encounter Building Calculator

Standard Party Encounter (4-5 characters):

This creature is a medium encounter for a party of 4 characters of level 11.

Solo Encounter:

A single character of level 15 (up to level 20) can face this creature in a medium to hard encounter.

Experience Point Thresholds:

  • Medium: 13,200 XP
  • Hard: 19,800 XP
  • Deadly: 26,400 XP

Based on D&D 5e Dungeon Master's Guide encounter building guidelines. CR roughly equals party level for medium encounters.

Frequently Asked Questions

What is the challenge rating of Djinni Noble?
Djinni Noble has a Challenge Rating of 11, making it appropriate for parties of level 11.0.
What type of creature is Djinni Noble?
Djinni Noble is a Large Elemental, which affects how certain spells and abilities interact with it.
What languages does Djinni Noble speak?
Djinni Noble can communicate in Auran.

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