Djinni

- Size: Large
- Type: Elemental (Genie)
- Alignment: Neutral
- AC: 17
- Initiative: +2 (12)
- HP: 218 (19d10 + 114)
- Speed: 30 ft, Fly 90 ft . (hover)
| ATTR | VAL | MOD | SAVE |
|---|---|---|---|
| STR | 21 | +5 | +5 |
| DEX | 15 | +2 | +6 |
| CON | 22 | +6 | +6 |
| INT | 15 | +2 | +2 |
| WIS | 16 | +3 | +7 |
| CHA | 20 | +5 | +5 |
- Immunities: Lightning, Thunder
- Senses: Darkvision 120 ft.; Passive Perception 13
- Languages: Primordial (Auran)
- CR: 11 (XP 7,200; PB +4)
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
Multiattack. The djinni makes three attacks, using Storm Blade or Storm Bolt in any combination.
Storm Blade. Melee Attack Roll: +9, reach 5 feet. Hit: 12 (2d6 + 5) Slashing damage plus 7 (2d6) Lightning damage.
Storm Bolt. Ranged Attack Roll: +9, range 120 feet. Hit: 13 (3d8) Thunder damage. If the target is a Large or smaller creature, it has the Prone condition.
Create Whirlwind. 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 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.
Spellcasting. 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 (can create wine instead of water), Tongues, Wind Walk
1/Day Each: Creation, Gaseous Form, Invisibility, Major Image, Plane Shift
Lore & Background
Djinn are powerful genies from the Elemental Plane of Air, beings of incredible magical power and boundless pride. These noble elementals appear as tall, muscular humanoids with blue-tinged skin and the ability to transform their lower bodies into whirling clouds of air and vapor. Djinn are among the most civilized and sophisticated of all genies, maintaining elaborate courts and cities that float through the endless skies of their home plane.
The society of djinn is built around concepts of honor, nobility, and magical prowess, with complex hierarchies determined by age, power, and achievement. They value freedom above all else and despise any form of slavery or bondage, making them natural enemies of those who would bind genies to servitude. Djinn are proud beings who expect to be treated with respect and deference, though they can be generous allies to those who earn their favor.
These genies have long memories and hold grudges for centuries, but they also remember acts of kindness and respect with equal longevity. Djinn often involve themselves in mortal affairs when their interests align with those of mortals, or when they see opportunities to increase their own power and influence. Their magical abilities make them valuable allies but dangerous enemies.
Combat Tactics
Djinn prefer to use their superior mobility and magical abilities to control the battlefield, employing hit-and-run tactics that take advantage of their flight and wind walk abilities. They use their whirlwind form to reposition quickly and create difficult terrain for enemies while their spellcasting provides both offensive and defensive options.
These genies are intelligent combatants who adapt their tactics to their opponents' strengths and weaknesses. Against heavily armored foes, they use their magic to bypass defenses or create environmental hazards. Against spellcasters, they employ their own magical abilities to counter enemy spells while using their physical attacks to disrupt concentration.
Djinn fight with honor and prefer fair contests of strength and skill to underhanded tactics. They often challenge worthy opponents to single combat and respect enemies who fight bravely even in defeat. However, they show no mercy to those who would enslave or dishonor them.
Encounter Ideas
The Bound Genie: A djinni has been trapped by magical means and offers rewards to those who free it, but the terms of its binding create complex moral and practical challenges.
The Noble's Court: The heroes are invited to the floating palace of a powerful djinni lord, where they must navigate complex social protocols and political intrigue.
The Wind War: Conflict between djinn factions spills over into the material plane, with different groups seeking mortal allies to tip the balance in their favor.
The Wish Seeker: A djinni offers to grant wishes in exchange for services, but the genie's interpretation of wishes creates unexpected complications and moral dilemmas.
Environmental Effects
Atmospheric Control: Djinn can manipulate weather patterns and air currents over wide areas, creating everything from gentle breezes to devastating storms.
Floating Architecture: Their presence often leads to the creation of temporary structures that defy gravity, from floating platforms to entire aerial cities.
Elemental Resonance: Areas where djinn spend time become infused with air elemental energy, affecting local weather and making flight easier for other creatures.
Majestic Presence: The djinni's noble bearing and magical aura create an atmosphere of grandeur and otherworldly beauty that inspires awe and respect.
Treasure
Elemental Artifacts: Items infused with air elemental magic, including flying carpets, bottles of endless wind, and weapons that command the power of storms.
Genie Treasures: Vast hoards of wealth accumulated over millennia, including coins, gems, and magical items from across the planes.
Wish Magic: Access to limited wish magic or knowledge of how to properly phrase wishes to avoid unintended consequences.
Noble Gifts: Items given as rewards for service or respect, often possessing properties related to flight, weather control, or protection from aerial threats.
Plot Hooks
The Escaped Slave: A djinni that was enslaved for centuries has finally won its freedom and seeks revenge against its former captors, but its methods threaten innocent people.
The Inheritance Dispute: Multiple heirs claim the right to command a bound djinni, and the genie's interpretation of their competing claims creates chaos and conflict.
The Elemental Alliance: A djinni seeks to form an alliance between the elemental planes and the material world to face a threat that endangers all reality.
The Honor Debt: A djinni owes a debt of honor to a mortal family and must fulfill increasingly difficult obligations as the debt passes from generation to generation.