Large Elemental (Genie), Neutral
- AC
- 17
- Initiative
- +2 (12)
- HP
- 218 (19d10+114)
- Speed
- 30 ft., Fly 90 ft. (hover)
| Score | 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 |
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
How to run Djinni
A djinni on the party's side is almost always a transaction with a being who considers itself royalty. It might be repaying a debt, fulfilling a bargain struck with a previous adventurer whose ring the party found, or honoring a hospitality bond after the party fed a beggar who turned out to be the djinni in disguise. Set the terms in the first scene and stick to them. Djinn are Neutral, proud, and verbose, and they expect to be addressed with respect.
The headline ability is Wishes, but only 30 percent of djinn know it. Decide before the session, not at the table. If yes, treat the three wishes as the centerpiece of an arc; the djinni grants wishes phrased as boons, not loopholes, and refuses anything that violates its dignity. Outside of wishes, the utility is enormous: at-will Detect Evil and Good and Detect Magic for scouting, 1/day Plane Shift, 1/day Invisibility and Gaseous Form for infiltration, and Create Food and Water (or wine) for long expeditions. Wind Walk turns the whole party into mist for an hour of travel.
In a fight, the djinni is a CR 11 storm caster. Three Multiattacks at +9 with Storm Blade for 12 slashing and 7 lightning, or Storm Bolt at 120 ft. for 13 thunder and prone on a Large or smaller target. Create Whirlwind locks down a 20-foot-radius pillar at DC 17 Strength, restraining failed targets and dealing 21 thunder per turn. Park the whirlwind on the enemy back rank and use Storm Bolt to knock prone any caster who rolls free. The djinni hovers at 90 ft., so it stays out of melee unless it chooses otherwise.
The exit is non-negotiable. Once the favor is done, the djinni returns to the Plane of Air with a gracious farewell and is not on call for the next problem. Write the farewell line before the session.
A hostile djinni is a noble in a rage. The setup matters: maybe the party broke a hospitality oath, looted the djinni's vault, or freed a rival prisoner the djinni had imprisoned for cause. The djinni will state the offense once, demand redress in clear terms, and attack only after refusal. Players who apologize and pay weregild can often end the fight before initiative is rolled.
When combat starts, lead with Create Whirlwind on the cluster of melee PCs. DC 17 Strength save, restrained on a fail, 6d6 thunder per turn, and the djinni can move the cylinder 20 feet at the start of its turn. With concentration up, hover at 90 ft. and pour Storm Bolts into anyone outside the whirlwind. Three at +9 for 13 thunder each, knocking prone on a Large or smaller hit, makes ranged combatants miserable. If a fighter closes anyway, switch to Storm Blade and use the reach of the air around the djinni to feel the shock. Magic Resistance plus Immunity to Lightning and Thunder means most caster control bounces off, and the djinni's own damage types do nothing to itself caught in the whirlwind.
The release valve is Plane Shift. If the fight goes badly or the djinni's pride is satisfied, it leaves to the Plane of Air mid-combat, often after delivering one final cutting line. Elemental Restoration means killing it on the Material Plane is a 1d4-day delay, not a victory. The party should understand that defeating a djinni is rarely the same as ending the conflict.
Let the djinni name the wrong before the first attack lands. A villain who explains itself is more frightening than one who simply hits.
Stat block from the System Reference Document 5.2.1 © Wizards of the Coast LLC, used under the Creative Commons Attribution 4.0 license.