Large elemental, Chaotic Good
| Armor Class | 17 (natural armor) |
|---|---|
| Hit Points | 161 (14d10 + 84) |
| Speed | 30 ft., fly 90 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 21 (+5) | 15 (+2) | 22 (+6) | 15 (+2) | 16 (+3) | 20 (+5) |
| Saving Throws | Cha +9, Dex +6, Wis +7 |
|---|---|
| Skills | — |
| Damage Vulnerabilities | — |
| Damage Resistances | — |
| Damage Immunities | lightning; thunder |
| Condition Immunities | — |
| Senses | darkvision 120 ft., passive Perception 13 |
| Languages | Auran |
| Challenge | 11 |
If the djinni dies, its body disintegrates into a warm breeze, leaving behind only equipment the djinni was wearing or carrying.
The djinni makes three scimitar attacks.
Melee Attack Roll: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage plus 3 (1d6) lightning or thunder damage (djinni's choice).
A 5-foot-radius, 30-foot-tall cylinder of swirling air magically forms on a point the djinni can see within 120 feet of it. The whirlwind lasts as long as the djinni maintains concentration (as if concentration on a spell). Any creature but the djinni that enters the whirlwind must succeed on a DC 18 Strength saving throw or be restrained by it. The djinni can move the whirlwind up to 60 feet as an action, and creatures restrained by the whirlwind move with it. The whirlwind ends if the djinni loses sight of it.
A creature can use its action to free a creature restrained by the whirlwind, including itself, by succeeding on a DC 18 Strength check. If the check succeeds, the creature is no longer restrained and moves to the nearest space outside the whirlwind.
The djinni's innate spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
At will: detect evil and good, detect magic, thunderwave
3 each/day: create food and water (can create wine instead of water), tongues, wind walk
1 each/day: conjure elemental (air elemental only), creation, gaseous form, invisibility, major image, plane shift
Large elemental (genie), Chaotic Good
| Armor Class | 17 |
|---|---|
| Hit Points | 218 (19d10 + 114) |
| Speed | 30 ft., fly 90 ft. (hover) |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 21 (+5) | 15 (+2) | 22 (+6) | 15 (+2) | 16 (+3) | 20 (+5) |
| Saving Throws | Dex +6, Wis +7 |
|---|---|
| Skills | — |
| Damage Vulnerabilities | — |
| Damage Resistances | — |
| Damage Immunities | lightning; thunder |
| Condition Immunities | — |
| Senses | Darkvision 120 ft., passive Perception 13 |
| Languages | Primordial (Auran) |
| Challenge | 11 |
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.
The djinni has Advantage on saving throws against spells and other magical effects.
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.
The djinni makes three attacks, using Storm Blade or Storm Bolt in any combination.
Melee Attack Roll: +9, reach 5 feet. Hit: 12 (2d6 + 5) Slashing damage plus 7 (2d6) Lightning damage.
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.
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] 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. str 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.
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 each/day: Create Food and Water (can create wine instead of water), Tongues, Wind Walk
1 each/day: Creation, Gaseous Form, Invisibility, Major Image, Plane Shift