Large Elemental, Chaotic Evil
Armor Class 17 (natural armor)
Hit Points 246 (22d10 + 110)
Speed 60 ft.
STR
22 (+6)
DEX
18 (+4)
CON
20 (+5)
INT
12 (+1)
WIS
16 (+3)
CHA
20 (+5)
Saving Throws DEX +8, WIS +7, CHA +9
Damage Immunities Fire, Lightning
Senses Blindsight 60 ft (blind outside this range), Passive Perception 13
Languages Ignan
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits

Soulbound. The black jinni is connected by spectral chains to its soul jar and can never move more than 20 feet from its soul jar. If the black jinni is forcibly moved, the jar moves with it, and vice-versa. A creature or spell effect can attempt to rip the black jinni away from its jar with DC 25 Strength check or spellcasting ability check. To do this, the other end of the chain must either be pulled by another effect (requiring an identical check), or fixed in place by a weight of at least 5000 pounds.

If the black jinni is ripped away from its soul jar, it must make a DC 22 Constitution saving throw or be destroyed instantly. It cannot use its Legendary Resistance on this roll. On a success, it takes 100 force damage and is stunned until the end of its next turn.

Legendary Resistance (3/Day). If the black jinni fails a saving throw, it can choose to succeed instead.

Elemental Demise. If the black jinni dies, its body disintegrates into a mixture of soot and sand.

Obscuring Cloud. The black jinni is constantly surrounded by a cloud of swirling dust and wind in a 15-ft radius, centered on itself. The area is lightly obscured, and ranged attacks against creatures in the area have disadvantage. The cloud extinguishes open flames and disperses fog or vapours. A flying creature within the cloud must land at the end of its turn or fall. A strong wind disperses the cloud, though it reforms at the end of the jinni's turn if it is no longer in a windy area.

Stormwalk. The black jinni ignores the effect of blinding sand, dust, or winds less than hurricane-strength, including its own Obscuring Cloud ability. Such winds can still affect its Obscuring Cloud, or other effects it creates.

Life Implosion. When the black jinni is reduced to 0 hit points, any living creature within 30 feet takes 4d10 necrotic damage (DC 17 Con half), and has its hit point maximum reduced by the damage taken. The target dies if this effect reduces its hit point maximum to 0. An affected creature may repeat the saving throw whenever it finishes a long rest, ending the effect on a success.

Actions

Multiattack. The djinni makes two claw, and one gore atack.

Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 1d6 + 6 slashing damage plus 1d6 lightning and 1d6 necrotic damage.

Gore. Melee Weapon Attack: +10 to hit, reach 5ft., one target. Hit: 1d8+6 piercing damage, and the creature must succeed on a DC 17 Wisdom saving throw or be affected by Bestow Curse.

Blasphemous Wish (1/day). The black jinni utters a blasphemous word, which drains life from all those who hear it. Each creature within 60ft of the jinni that hears the word must make a DC 17 Constitution saving throw. On a failure, the creature drops to 0 hit points and the jinni heals 4d8 hit points for each creature affected in this way. On a success, the creature takes 4d8 necrotic damage, and the jinni heals for half the damage dealt.

Disperse. The black jinni disperses into a loose cloud of dust, becoming immune to damage. It cannot take actions, reactions, or legendary actions while in this form, but lair actions continue to occur. It may end the effect freely at the start of its turn.

Reactions

Storm Surge. As a reaction to taking damage, the jinni can transform into pure lightning, gaining resistance to all damage and moving up to 60 feet without provoking attacks of opportunity.

Legendary Actions

Attack. The jinni makes one claw or gore attack.

Haboob. The jinni creates two clouds of intense swirling dust within 120 feet. Each cloud has a 20-ft radius, lasts for 1 minute, and functions like [Tooltip Not Found]. If the jinni already has one or more clouds, this action instead lets it move them up to 30 feet.

Electrocuting Cloud.  All creatures in the area of the jinni's obscuring cloud take 2d6 lightning damage. In addition, an arc of lightning shoots out at one target within 30 ft. The target can make a DC 17 Dexterity saving throw, taking 6d6 lightning damage on a failure, or half as much on a success.

Storm Mastery. The jinni can use its mastery over wind to push enemies. This can target a single creature, which must succeed on a DC 17 Strength saving throw or be flung 40 feet in a direction of the jinni's choice, landing prone and taking 4d8 bludgeoning damage when it lands. Alternatively, the jinni can target all creatures within 60 feet, forcing them to make a DC 17 Strength saving throw or tumble 10 feet in a random direction, taking 1d8 bludgeoning damage and landing prone.

Lair and Lair Actions

A Black Jinni's Lair

A black jinni's lair appears to be a scorching patch of desert as far as the eye can see.

Lair Actions

On initiative count 20 (losing initiative ties), the black jinni can take a lair action to cause one of the following magical effects. Any effects end when the jinni takes its next lair action, and it cannot use the same lair action twice in a row.

  • Blinding sand sweeps across across the sphinx's lair, filling up to a 100-ft square. All open flames in the area are extinguished, and the area becomes lightly obscured. Areas which are already lightly obscured (such as the jinni's obscuring cloud) become heavily obscured. All creatures in the area take 1d6 slashing damage and must succeed on a DC 17 Constitution saving throw or be blinded.
  • Scorching sunlight beats down upon its lair in a 60-ft spread. The entire area is filled with bright light, and any darkness effects of 4th level or lower are dispelled. All creatures in the area take 2d6 fire damage, or half that amount if they succeed on a DC 17 Constitution saving throw. Creatures wearing medium or heavy armor have disadvantage on this saving throw. Creatures that fail the save by 5 or more also gain one level of exhaustion.
  • Sandy dunes shift around, trapping creatures in moving sand. A creature in contact with the ground must make a D 17 Dexterity saving throw or become restrained.

Monster Tags: Genie

Habitat: Desert

Wonton_

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