D&D 5e monster · SRD 5.2

Djinni

Large Elemental (Genie), Neutral

Armor Class
17
Hit Points
218 (19d10+114)
Speed
30 ft., fly 90 ft. (hover)
Initiative
+2
Challenge
11 (7200 XP)
Proficiency Bonus
+4
STRDEXCONINTWISCHA
21+515+222+615+216+320+5
Saving Throws:
DEX +6, WIS +7
Damage Immunities:
lightning, thunder
Senses:
darkvision 120 ft., Passive Perception 13

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 creature makes 3 attacks.

Storm Blade. Melee Attack Roll: +9, reach 5 ft.. Hit: 2d6+5 slashing damage, plus 2d6 lightning damage.

Storm Bolt. Ranged Attack Roll: +9, range 120/120 ft.. Hit: 3d8 thunder damage, or prone.

Spellcasting. spell save DC 17. At will: Detect Evil and Good, Detect Magic. 2/day: Create Food and Water, Tongues, Wind Walk. 1/day: Creation, Gaseous Form, Invisibility, Major Image, Plane Shift.

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