Armor Class
13
(natural armor)
Hit Points
52
(8d8 + 16)
Speed
30 ft.
STR
16
(+3)
DEX
15
(+2)
CON
15
(+2)
INT
9
(-1)
WIS
11
(+0)
CHA
11
(+0)
Saving Throws
STR +5, CON +4, WIS +2
Damage Resistances
Cold
Damage Immunities
Fire, Poison
Condition Immunities
Poisoned
Senses
Darkvision 120 ft., Passive Perception 10
Languages
Infernal, Telepathy 120 ft.
Challenge
3 (700 XP)
Proficiency Bonus
+2
Traits
Elemental Demise. If the Djinn dies, its body disintegrates in a flash of fire and puff of smoke, leaving behind only equipment the djinn was wearing or carrying.
Actions
Multiattack. The Djinn makes two attacks: one with its tail and one with its scimitar.
Flame Tail. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d8 + 2) fire damage.
Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
Bonus Actions
Fey Step. As a bonus action, the Djinn can magically teleport up to 30 feet to an unoccupied space it can see.
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