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Monster

Djinni

Large Elemental · Chaotic Good

Monster Manual Page 144
Armor Class 17
Hit Points 161 (14d10 + 84)
Speed Walk 30 ft., Fly 90 ft.
CR 11
STR 21 +5
DEX 15 +2
CON 22 +6
INT 15 +2
WIS 16 +3
CHA 20 +5

Traits

Elemental Demise

If the djinni dies, its body disintegrates into a warm breeze, leaving behind only equipment the djinni was wearing or carrying.

Actions

Multiattack

The djinni makes three scimitar attacks.

Scimitar

Melee Weapon Attack +9 to hit, reach 5 ft., one target. 12 () Slashing damage plus 3 () lightning or Thunder damage (djinni's choice).

Create Whirlwind

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 (as if on a spell). Any creature but the djinni that enters the whirlwind must succeed on a DC 18 Strength saving throw or be by it. The djinni can move the whirlwind up to 60 feet as an action, and creatures 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 by the whirlwind, including itself, by succeeding on a DC 18 Strength check. If the check succeeds, the creature is no longer and moves to the nearest space outside the whirlwind.
Confirmation

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