Elemental Demise: If this djinni dies, its body will be disintegrate into the warm breeze and it’s leaving behind of its only equipment of course this djinni monster in dnd 5e had wearing or carrying.
Innate Spellcasting: Basically, the djinni’s innate spellcasting ability is a charisma (spell save DC 17, +9 to hit with it’s spell attacks). Al though it can innately be casting below mentioned spells, they do not require any 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
Multiattack: This dnd 5e djinni monster can make three Scimitar attacks. They are mentioned below.
Scimitar: By using this scimitar attack this monster can make a melee weapon attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage + 3 (1d6) lightning or thunder damage (djinni’s choice).
Create Whirlwind: In this attack this can use a 5-foot-radius, 30-foot-tall Cylinder of the swirling air do magically form on a point of this djinni able to see within 120 feet of it. Also the Whirlwind lasts until this djinni could maintain its concentration (as if concentrating on a spell).
Of course any type of creature but the djinni which can allow to enter the Whirlwind must be succeeded on a DC 18 Strength saving throw or else it must be restrained by it. This djinni able to move its Whirlwind up to the 60 feet like an action and even the creatures which are restrained by the Whirlwind could move along it.
Basically, the Whirlwind could be end if this djinni loses sight of it. Normally, a creature able to use its action for being free a creature restrained by a Whirlwind, it includes itself, by simply succeeding on a DC 18 Strength check. Suppose, the check succeeds then the creature is no longer be restrained and also moves to its nearest space outside of its Whirlwind.
Attributes Of Djinni Monster DnD 5E
|AC||17 (Natural Armor)|
|Roll 0||Scimitar 1d20 + 9 2d6+5+1d6|
|Saving Throws||Dex +6, Wis +7, Cha +9|
|Senses||Darkvision 120 Ft.|
|Speed||30 ft., fly 90 ft.|
|Spell Book||Detect Evil And Good, Detect Magic, Thunderwave, Create Food And Water, Tongues, Wind Walk, Conjure Elemental, Creation, Gaseous Form, Invisibility, Major Image, Plane Shift|