Armor Class
17
Djinni
Large Elemental · Chaotic Good
Hit Points
218 (19d10 + 114)
Speed
Walk 30 ft., Fly 90 ft. ((hover))
CR
11
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 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 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 +9, reach 5 feet. 12 () Slashing damage plus 7 () Lightning damage.
Storm Bolt
Ranged Attack +9, range 120 feet. 13 () Thunder damage. If the target is a Large or smaller creature, it has the 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 [Area Of Effect] centered on that point. The whirlwind lasts until the djinni's 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 Save 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 condition and moves with the whirlwind. At the start of each of its turns, the target takes 21 () Thunder damage. At the end of each of its turns, the target repeats the save, ending the effect on itself on a success.
Whenever the whirlwind enters a creature's space or a creature enters the whirlwind, that creature is subjected to the following effect. STR Save 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 condition and moves with the whirlwind. At the start of each of its turns, the target takes 21 () Thunder damage. At the end of each of its turns, the target repeats the save, ending the effect on itself on a success.