Djinni [1/3]Elemental · CR 11
Djinni [1/3]Large Elemental (Genie), Neutral
STR21+5DEX15+2CON22+6INT15+2WIS16+3CHA20+5
AC17HP218CR11SPD30 ft., Fly 90 ft. (hover)
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.

Djinni [2/3]Elemental · CR 11
Djinni [2/3]Large Elemental (Genie), Neutral
TRAITS (cont.)
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.

Djinni [3/3]Elemental · CR 11
Djinni [3/3]Large Elemental (Genie), Neutral
ACTIONS (cont.)
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.

Djinni [1/4]
Large Elemental (Genie), Neutral
11
17Armor Class
218Hit Points
30 ft., Fly 90 ft. (hover)Speed
STR21+5
DEX15+2
CON22+6
INT15+2
WIS16+3
CHA20+5

Initiative. +2

Senses. Darkvision 120 ft.; Passive Perception 13

Immunities. Lightning, Thunder

Languages. Primordial (Auran)

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

Elemental
Monster card
Djinni [2/4]
Large Elemental (Genie), Neutral
11
17Armor Class
218Hit Points
30 ft., Fly 90 ft. (hover)Speed
STR21+5
DEX15+2
CON22+6
INT15+2
WIS16+3
CHA20+5

Traits (cont.)

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.

Elemental
Monster card
Djinni [3/4]
Large Elemental (Genie), Neutral
11
17Armor Class
218Hit Points
30 ft., Fly 90 ft. (hover)Speed
STR21+5
DEX15+2
CON22+6
INT15+2
WIS16+3
CHA20+5

Actions (cont.)

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,

Elemental
Monster card
Djinni [4/4]
Large Elemental (Genie), Neutral
11
17Armor Class
218Hit Points
30 ft., Fly 90 ft. (hover)Speed
STR21+5
DEX15+2
CON22+6
INT15+2
WIS16+3
CHA20+5

Actions (cont.)

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

Elemental
Monster card

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Djinni — printable monster card

Large Elemental (Genie), Neutral

  • CR 11
  • Elemental
  • Large

Full stat block

Armor Class
17
Hit Points
218
Initiative
+2
Speed
30 ft., Fly 90 ft. (hover)
Senses
Darkvision 120 ft.; Passive Perception 13
Immunities
Lightning, Thunder
Languages
Primordial (Auran)
Challenge Rating
11 (7,200 XP)
Proficiency bonus
+4
Saving throw proficiencies
Dexterity, Wisdom
Ability scores
STR DEX CON INT WIS CHA
21 +5 15 +2 22 +6 15 +2 16 +3 20 +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

See also