Djinni (Disguises)

Source: Monster Manual p. 144. Available in the SRD

"name": "Djinni (Disguises)"
"size": "Large"
"type": "elemental"
"alignment": "Chaotic Good"
"ac": !!int "17"
"ac_class": "natural armor"
"hp": !!int "161"
"hit_dice": "14d10 + 84"
"modifier": !!int "2"
"stats":
  - !!int "21"
  - !!int "15"
  - !!int "22"
  - !!int "15"
  - !!int "16"
  - !!int "20"
"speed": "30 ft., fly 90 ft."
"saves":
  - "dexterity": !!int "6"
  - "wisdom": !!int "7"
  - "charisma": !!int "9"
"damage_immunities": "lightning, thunder"
"gear":
  - "scimitar"
"senses": "darkvision 120 ft., passive Perception 13"
"languages": "Auran"
"cr": "11"
"traits":
  - "desc": "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:\n\n**At will:** detect evil and good, detect\
      \ magic, thunderwave, disguise self (often with a longer duration than is normal\
      \ for that spell; see Disguises)\n\n**3/day each:** create food and water (can\
      \ create wine instead of water), tongues, wind walk, true polymorph (mightier\
      \ genies only; see Disguises)\n\n**1/day each:** conjure elemental ([air elemental](/3-Mechanics/CLI/bestiary/elemental/air-elemental-xmm.md)\
      \ only), creation, gaseous form, invisibility, major image, plane shift"
    "name": "Innate Spellcasting"
  - "desc": "If the djinni dies, its body disintegrates into a warm breeze, leaving\
      \ behind only equipment the djinni was wearing or carrying."
    "name": "Elemental Demise"
  - "desc": "Some genies can veil themselves in illusion to pass as other similarly\
      \ shaped creatures. Such genies can innately cast the disguise self spell at\
      \ will, often with a longer duration than is normal for that spell. Mightier\
      \ genies can cast the true polymorph spell one to three times per day, possibly\
      \ with a longer duration than normal. Such genies can change only their own\
      \ shape, but a rare few can use the spell on other creatures and objects as\
      \ well."
    "name": "Disguises"
"actions":
  - "desc": "The djinni makes three scimitar attacks."
    "name": "Multiattack"
  - "desc": "*Melee Weapon Attack:* +9 to hit, reach 5 ft., one target. *Hit:* 12\
      \ (2d6 + 5) slashing damage plus 3 (1d6) lightning or thunder damage (djinni's\
      \ choice)."
    "name": "Scimitar"
  - "desc": "A 5-foot-radius, 30-foot-tall cylinder of swirling air magically forms\
      \ on a point the djinni can see within 120 feet of it. The whirlwind lasts as\
      \ long as the djinni maintains concentration (as if concentrating on a spell).\
      \ Any creature but the djinni that enters the whirlwind must succeed on a DC\
      \ 18 Strength saving throw or be restrained by it. The djinni can move the whirlwind\
      \ up to 60 feet as an action, and creatures restrained by the whirlwind move\
      \ with it. The whirlwind ends if the djinni loses sight of it.\n\nA creature\
      \ can use its action to free a creature restrained by the whirlwind, including\
      \ itself, by succeeding on a DC 18 Strength check. If the check succeeds, the\
      \ creature is no longer restrained and moves to the nearest space outside the\
      \ whirlwind."
    "name": "Create Whirlwind"
"source":
  - "MM"

Environment

coastal