Djinni (Wishes)
Source: Monster Manual p. 144. Available in the SRD
"name": "Djinni (Wishes)"
"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\n\n**3/day each:** create food and water (can create wine\
\ instead of water), tongues, wind walk\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\n\n\
**1/year each:** wish (see Wishes)"
"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": "The genie power to grant wishes is legendary among mortals. Only the\
\ most potent genies, such as those among the nobility, can do so. A particular\
\ genie that has this power can grant one to three wishes to a creature that\
\ isn't a genie. Once a genie has granted its limit of wishes, it can't grant\
\ wishes again for some amount of time (usually 1 year), and cosmic law dictates\
\ that the same genie can expend its limit of wishes on a specific creature\
\ only once in that creature's existence.\n\nTo be granted a wish, a creature\
\ within 60 feet of the genie states a desired effect to it. The genie can then\
\ cast the wish spell on the creature's behalf to bring about the effect. Depending\
\ on the genie's nature, the genie might try to pervert the intent of the wish\
\ by exploiting the wish's poor wording. The perversion of the wording is usually\
\ crafted to be to the genie's benefit."
"name": "Wishes"
"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