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Djinni

Large · Elemental · CR 11 · Chaotic Good

Source. 5e 2024 Rules
Armor Class
17 (natural armor)
Hit Points and Hit Dice
218 (19d10 + 114)
Challenge Rating CR
11

Ability Scores

Core attributes and their modifiers.

STR
21
+5
DEX
15
+2
CON
22
+6
INT
15
+2
WIS
16
+3
CHA
20
+5

Overview

Category Monsters
Size Large
Type Elemental
Alignment Chaotic Good
XP 7200
Initiative Bonus +2

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)
Hover Yes

Senses

Darkvision 120 ft (36.6 m)
Passive Perception 13

Saving Throws

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

Languages

Primordial (Auran)

Resistances & Immunities

Damage Immunities
lightning, thunder

Traits

Elemental Restoration

If the djinni dies outside the Elemental Plane of Air, its body dissolves into mist, and it gains a new body in 1d4 days, reviving with all its Hit Points somewhere on the Plane of Air.

Magic Resistance

The djinni has Advantage on saving throws against spells and other magical effects.

Wishes

The djinni has a 30 percent chance of knowing the Wish spell. If the djinni knows it, the djinni can cast it only on behalf of a non-genie creature who communicates a wish in a way the djinni can understand. If the djinni casts the spell for the creature, the djinni suffers none of the spell's stress. Once the djinni has cast it three times, the djinni can't do so again for 365 days.

Actions

Create Whirlwind

Cost 1

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 [Area of Effect]|XPHB|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.

Multiattack

Cost 1

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

Spellcasting

Cost 1

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, Tongues, Wind Walk
  • 1/Day Each: Creation, Gaseous Form, Invisibility, Major Image, Plane Shift

Storm Blade

Cost 1

Melee Attack Roll: +9, reach 5 feet. 12 (2d6 + 5) Slashing damage plus 7 (2d6) Lightning damage.

Storm Bolt

Cost 1

Ranged Attack Roll: +9, range 120 feet. 13 (3d8) Thunder damage. If the target is a Large or smaller creature, it has the Prone condition.

About Djinni

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

In combat, this creature maintains an Armor Class of 17 and possesses 218 hit points (derived from 19d10 + 114).

Djinni has communication capabilities including Primordial (Auran). 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 Primordial (Auran).

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