Elemental Demise. If the djinni dies, its body disintegrates into a warm breeze, leaving behind only the equipment the djinni was wearing or carrying.
Innate Spellcasting. The djinni’s innate spellcasting ability is Charisma ( your spell save DC, +9 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
At will: gust, message, Gust of Wind, Booming blame
3/day each: Thunder wave, Rime’s Binding Ice, warding wind, Lightning bolt
1/day each: Misty step, Wall of wind, gaseous form, Ice storm, Summon Elemental air elemental only, Minor wish
Multiattack. The djinni makes three Dagger attacks.
Dagger. Melee Weapon Attack: +4 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 Equal to your spell save 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 Equal to your spell save Strength check. If the check succeeds, the creature is no longer restrained and moves to the nearest space outside the whirlwind.
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