Elemental Demise: If the djinni dies, its body disintegrates into a warm breeze, leaving behind only
Equipment the djinni was wearing or carrying.
Innate Spellcasting: 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:
• At will:
Detect Evil and Good,
Detect Magic,
Thunderwave
• 3/day each:
create Food and Water (can create wine instead of water),
Tongues,
Wind Walk• 1/day each:
Conjure Elemental (air elemental only),
Creation,
Gaseous Form,
Invisibility,
Major Image,
Plane Shift
Multiattack: The djinni makes three
Scimitar Attacks.
Scimitar: 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).
Create Whirlwind: 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.
A 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.