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