Djinni
- actions:
Multiattack
The djinni makes three scimitar attacks.
- options:
- choose:
1
- from:
Scimitar
- count:
3
- type:
melee
- alignment:
chaotic good
- armor class:
17
- challenge rating:
11
- charisma:
20
- constitution:
22
- damage immunities:
lightning
thunder
- dexterity:
15
- hit dice:
14d10
- hit points:
161
- intelligence:
15
- languages:
Auran
- proficiencies:
Saving Throw: DEX
- value:
6
Saving Throw: WIS
- value:
7
Saving Throw: CHA
- value:
9
- senses:
- darkvision:
120 ft.
- passive perception:
13
- size:
Large
- special abilities:
Innate Spellcasting
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/day each: create food and water (can create wine instead of water), tongues, wind walk
1/day each: conjure elemental (air elemental only), creation, gaseous form, invisibility, major image, plane shift
- spellcasting:
- ability:
- dc:
17
- modifier:
9
- spells:
Detect Evil and Good
- usage:
- type:
at will
Detect Magic
- usage:
- type:
at will
Thunderwave
- usage:
- type:
at will
Create Food and Water
- notes:
Can create wine instead of water
- usage:
- times:
3
- type:
per day
Tongues
- usage:
- times:
3
- type:
per day
Wind Walk
- usage:
- times:
3
- type:
per day
Conjure Elemental
- notes:
Air Elemental Only
- usage:
- times:
1
- type:
per day
Creation
- usage:
- times:
1
- type:
per day
Gaseous Form
- usage:
- times:
1
- type:
per day
Invisibility
- usage:
- times:
1
- type:
per day
Major Image
- usage:
- times:
1
- type:
per day
Plane Shift
- usage:
- times:
1
- type:
per day
- speed:
- fly:
90 ft.
- walk:
30 ft.
- strength:
21
- type:
elemental
- wisdom:
16