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Djinni

Large · Elemental · CR 11 · Chaotic Evil

Source. Black Flag SRD
Armor Class
17 (natural armor)
Hit Points and Hit Dice
216
Challenge Rating CR
11

Ability Scores

Core attributes and their modifiers.

STR
20
+5
DEX
22
+6
CON
22
+6
INT
14
+2
WIS
24
+7
CHA
28
+9

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

Strength +5 Dexterity +6 Constitution +6 Intelligence +2 Wisdom +7 Charisma +9

Languages

Auran,Common

Resistances & Immunities

Damage Immunities
lightning,thunder

Traits

Nebulous (Cloud Form Only)

The djinni's Stealth is 21, it can hover while flying, can't manipulate objects or attack, and it can pass through any space air can pass through without squeezing. In addition, it can enter and hide in any Tiny or larger container, such as a pouch, lamp, backpack, or barrel.

Actions

Create Air Elemental

1/day

The djinni magically creates one air-based Elemental of CR 5 or lower in an unoccupied space the djinni can see within 30 feet of it. The elemental acts as an ally of the djinni, obeying its spoken commands. The elemental remains for 1 hour, until the djinni dies, or until the djinni dismisses it as a bonus action.

Multiattack

The djinni makes three Scimitar or Storm Bolt attacks.

Scimitar

+9 to hit, reach 5 ft (1.5 m). Hit: 2d6+5 plus 4d6 thunder damage.

Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6+5) slashing damage plus 14 (4d6) lightning damage or thunder damage (the djinni's choice).

Storm Bolt

+9 to hit, range 120 ft (36.6 m). Hit: 3d8+5 plus 2d6 thunder damage.

Ranged Spell Attack: +9 to hit, range 120 ft., one target. Hit: 18 (3d8+5) lightning damage plus 7 (2d6) thunder damage.

Travel the Planes

1/day

The djinni transports itself to a different plane of existence. This works like the plane shift spell, except it can affect only itself and can't use this action to banish an unwilling creature.

Bonus Actions

Create Whirlwind

The djinni creates whirlwinds of air around up to two creatures it can see within 60 feet of it. Each target must succeed on a DC 17 STR check or be restrained by a whirlwind. A creature, including the target, can take its action to free the restrained target by succeeding on a DC 17 STR check.
While at least one creature is restrained by one of these whirlwinds, the djinni can use this bonus action to move the whirlwind up to 30 feet, and the restrained target moves with it.

Genie Shape

The djinni magically transforms into a Medium cloud of sparkling, blue air or back into its bipedal form. Its statistics are the same in each form. Any equipment it is wearing or carrying transforms with it. It reverts to its bipedal form if it dies. The djinni can't use this bonus action to transform into its bipedal form while inside a Medium or smaller container.

About Djinni

Djinni 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 17 and possesses 216 hit points (derived from None).

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

GM Tips: Using Djinni

2 tips available

When using Djinni 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

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

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