Huge Giant, Chaotic Evil
Armor Class 20 Natural Armor
Hit Points 180 (20d12 + 50)
Speed 50 ft., Fly 60 ft.
STR
30 (+10)
DEX
25 (+7)
CON
20 (+5)
INT
8 (-1)
WIS
8 (-1)
CHA
6 (-2)
Saving Throws STR +15, CON +10, WIS +4, CHA +3
Skills Arcana +8, Athletics +14, History +8, Perception +9
Damage Vulnerabilities Radiant
Damage Resistances Cold; Bludgeoning, Piercing, and Slashing from Magic Weapons, Damage from Spells
Condition Immunities Charmed, Frightened, Grappled
Senses Passive Perception 19
Languages Common, Giant
Challenge 13 (10,000 XP)
Proficiency Bonus +5
Traits

Swallow. After grabbing a creature, on its next turn, the monstrosity can devour the creature if it has not managed to get out of its grapple. Devoured creatures cannot escape, but can deal damage and attacks from within the monstrosity at disadvantage. On the Djinn's turn, it deals 3d10 necrotic damage to all creatures it has swallowed, and heals for the damage rolled. If the Corrupted Djinn is killed, its body disintegrates and anyone inside it is left untouched.

Line of Death. Recharge 1d6 on a 5 or 6. Pointing in a direction, as an action, the Corrupted Djinn can summon a 90 ft. line of necrotic energy. Anyone within 10 ft. of the line must make a DC 18 dexterity saving through, taking 10d12 necrotic damage on a failed save or half as much on a successful one.

Actions

Multi Attack. Makes two claw attacks.

Claws. +10 to hit, 5d8 necrotic damage

Grab. The evil monstrosity can grapple a creature within 10 ft. of it, in which they are grabbed DC 18 strength saving throw.

CaralightCosplay

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