AC 16
HP 344 (30d10 + 180, bloodied 172)
Speed 30 ft., fly 90 ft (hover).
Proficiency +4; Maneuver DC 18
Saving Throws Dex +10, Int +6, Wis +7, Cha +9
Skills Acrobatics +10, Insight +7, Perception +7
Damage Resistances lightning, thunder
Senses darkvision 120 ft., passive Perception 17
Languages Auran
Innate Spellcasting. The djinni’s innate spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components:
At will: alter self (can assume Medium or Large form), detect magic , wind wall
3/day each: creation , major image , tongues , wind walk
1/day each: conjure elemental (air elemental only), control weather , create food and water (10 supply), plane shift (to Elemental Plane of Air only)
Elemental Demise. When a djinn dies, its body becomes a mote of elemental energy. This mote might take the form of a glowing chunk of earth, a shard of crystallized air, or an ever-burning ember.
Elite Recovery. At the end of each of its turns while bloodied, the djinni noble ends one negative effect currently affecting it. It can do so as long as it has at least 1 hit point, even while unconscious or incapacitated .
Magic Resistance. While bloodied, the djinni noble has advantage on saving throws against spells and magical effects.
Wish. Three times per year, the djinni noble can cast wish for a mortal, using no material components.
ACTIONS
Multiattack. The djinni makes three scimitar attacks.
Scimitar. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage plus 5 (1d10) lightning damage.
Lightning Blast. Ranged Spell Attack: +9 to hit, range 90 ft., one target. Hit: 35 (10d6) lightning damage.
Scimitar Sweep (1/Day, Giant Form Only). The djinn makes a scimitar attack against each creature of its choice within its reach.
BONUS ACTIONS
Giant Form (1/Day, While Not Bloodied). The djinni magically becomes a Huge, semi-substantial creature of billowing cloud. In this form, it gains resistance to nonmagical damage, and its scimitar attacks gain a reach of 10 feet. The effect ends after 1 minute, when the djinni is incapacitated , or if the djinn becomes bloodied .
Whirlwind (1/Day). A magical, 5-foot-wide, 30-foot-tall whirlwind appears in a space the djinni can see within 60 feet. The whirlwind may appear in another creature’s space. If the whirlwind appears in another creature’s space, or when it enters a creature’s space for the first time on a turn, the creature makes a DC 18 Strength check, becoming restrained by the whirlwind on a failure. The whirlwind may restrain one creature at a time. A creature within 5 feet of the whirlwind (including the restrained creature) can use an action to make a DC 18 Strength check, freeing the restrained creature on a success. A freed creature can move to an unoccupied space within 5 feet of the whirlwind.
As a bonus action, the djinni can move the whirlwind up to 30 feet, moving a restrained creature with it. The whirlwind disappears if the djinni loses sight of it, if the djinni dies or is incapacitated , or if the djinni dismisses it as an action.
REACTIONS
The djinni noble has the following additional reactions, which it can use only while bloodied:
Answering Scimitar. When a creature within 5 feet that the djinni can see misses the djinni noble with a melee attack, the djinni may make a scimitar attack against its attacker. The djinni then flies up to its Speed without provoking opportunity attacks . At the end of this movement, the djinni can make a second scimitar attack.
Lightning Blast. When the djinni noble takes damage, it uses Lightning Blast.
Combat
The djinni begins combat by taking Giant Form, then using Scimitar Sweep if it can target four or more foes. Otherwise, it uses Whirlwind to move a melee attacker far away or draw a ranged attacker close.
Once the djinn is bloodied and can’t use its Giant Form, it flies away unless it can complete some important objective by remaining.
Names
Rhoridith, Skysplit, Sunathras the Falcon, Zephyras Earthbane
Legends and Lore
With an Arcana or Nature check, characters can learn the following:
DC 10 Among the most powerful elemental beings in existence, genies rule the Elemental Planes.
DC 15 The essence of every genie is linked to one of the four basic elements: air, earth, fire, and water.
DC 20 Though all genies wield powerful elemental magic, only genie nobles possess the ability to grant wishes.
Genies from the Elemental Plane of Air are called djinn. These tall, lithe humanoids have skin and hair the color of the wind and sky. They dress in airy, flowing garments that complement their mobility.
Spirits of the Sky. Djinn are spirits of skies and storms. The weather around them tends to match their mood; sudden storms might spring up when a djinni is roused to anger, only to give way to a balmy breeze once the djinni calms down.
Windborne Wandering. The lofty castles of the djinn drift across the planes on islands made of cloudstuff. Adventurers in need of transportation might arrange passage with a procession of djinni nobility as they travel through the skies.
Freedom Above All. Djinn have a reputation for mischief, but this is because they value freedom more than anything. Many djinn see it as their duty to teach mortals to appreciate the freedoms they have. A djinn freed from imprisonment or servitude might reward its liberator with a powerful boon.
1 Doing the bidding of its summoner
2 Seeking revenge on a mage who imprisoned it; however, it can’t distinguish one human from another
3 Chasing a divi , against which it has sworn vengeance
4 Friendly and polite, but after a little conversation informs you that regrettably its orders are to kill trespassers
5 Playing a love song on a lute and pining for a lost love
6 Friendly unless it learns your identity; its lord is an ally of one of your foes
1 Gusts of wind extinguish normal flames
2 The air here smells fresh, like the wind after a thunderstorm
3 Winds whip through hair
4 Smashed wine bottles
Djinn travel throughout the Elemental Plane of Air and can sometimes be found visiting giants among the clouds.
CR 11–16 djinni ; djinni with air elemental , faerie dragon , harpy , manticore , or thunderbird (see griffon )
Treasure 1,000 gp, 4,000 sp, gold earrings (250 gp), gold necklace (750 gp), 4 potions of gaseous form , censer of controlling air elementals , horseshoes of a zephyr ]
CR 17–22 2 djinni ; djinni noble ; djinni with cloud giant , giant air elemental , invisible render , or invisible stalker
Treasure 2,000 gp, 4 blue sapphires (1,000 gp each), 4 gold bottles labeled “north wind,” “east wind,” “south wind,” and “west wind” (750 gp each; opening one for the first time creates a gust of wind from the specified direction, spell save DC 20), 3 elemental gems (air), 3 vials of oil of sharpness , carpet of flying
CR 23–30 3 djinn ; djinni with 3 air elementals , couatls , or fey knights
Treasure astronomy book with gemmed cover, each gem representing sun, planet, or moon (7,500 gp), foot-tall gold-and-silver scale model of a cloud castle (7,500 gp), 2 potions of cloud giant strength , ring of air elemental command , staff of thunder and lightning
CR 31+ djinni noble with 2 djinn
Treasure 10 pieces of diamond-encrusted jewelry (7,500 gp each), potion of invisibility , 3 potions of supreme healing , belt of cloud giant strength , hammer of thunderbolts
Elementals are creatures from one of the Elemental Planes. The most basic of elementals are earth elementals , fire elementals , water elementals , and air elementals , each composed of magically animate earth, fire, and so on. The Elemental Planes are also home to genies, mephits , and other elemental creatures.