Djinni Monster D&D 5E (5th Edition)

Traits

Elemental Demise: Whenever this djinni would die, at that time its body disintegrates into the warm breeze, leaving behind only an equipment the djinni was wearing or it was carrying.

Innate Spellcasting: Basically, the djinni’s innate spellcasting ability was charisma (spell save DC 17, +9 to hit with spell attacks). It actually able to innately cast some of the following spells, and requiring none of the material components:

  • At will: Detect Evil and Good, Detect Magic, Thunderwave
  • 3/day each: Create Food and Water (can create wine instead of water), Tongues, Wind Walk
  • 1/day each: Conjure Elemental (air elemental only), Creation, Gaseous Form, Invisibility, Major Image, Plane Shift

Actions

Multiattack: This djinni would make 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 the swirling air magically will form on a point the djinni able to see within a range (nearly 120 feet of it). The Whirlwind would last as long as the djinni maintains its concentration (as if concentrating on a spell). Any of the creature but the djinni which actually enters the Whirlwind must be succeeded on a DC18 strength saving throw or else it would be restrained by it.

Basically this djinni able to move the Whirlwind up to 60 feet like an action, and even the creatures might be restrained by the Whirlwind move with it. Also the Whirlwind will be end if the djinni loses the sight of it.

Actually, a creature can use its action for freeing a creature restrained by the Whirlwind, also includes itself, So by succeeding on a DC 18 strength check. Suppose, if the check succeeds then the creature would no longer be restrained and also moves to the nearest space which is outside the Whirlwind.

Attributes

AC
17 (Natural Armor)
Alignment
Chaotic Good
CHA 20
CON 22
Challenge Rating
11
DEX 15
HP
161 (14d10+84)
INT 15
Immunities
Lightning, Thunder
Languages Auran
Passive Perception
13
Roll 0
Scimitar 1d20 + 9 2d6+5+1d6
STR 21
Saving Throws
Dex +6, Wis +7, Cha +9
Senses
Darkvision 120 Ft.
Size Large
Speed
30 ft., fly 90 ft.
Spell Book
Detect Evil And Good, Detect Magic, Thunderwave, Create Food And Water, Tongues, Wind Walk, Conjure Elemental, Creation, Gaseous Form, Invisibility, Major Image, Plane Shift
Type
elemental
WIS
16

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