Large Fiend, Chaotic Evil
Armor Class 18 (natural armor)
Hit Points 161 (14d10 + 84)
Speed 30 ft., Fly 90 ft.
STR
18 (+4)
DEX
15 (+2)
CON
22 (+6)
INT
18 (+4)
WIS
19 (+4)
CHA
23 (+6)
Saving Throws DEX +7, WIS +9, CHA +11
Damage Resistances Fire; Bludgeoning, Piercing, and Slashing from Magic Weapons
Damage Immunities Lightning, Thunder
Senses Darkvision 120 ft., Passive Perception 15
Languages Auran, Infernal
Challenge 13 (10,000 XP)
Proficiency Bonus +5
Traits

Elemental Infernal Demise. When the ajunn dies, its body starts to pulsate with elemental and infernal energy. Every creature within 30 ft. must make a dexterity saving throw against a DC of 16, on a fail the creature takes 14 (4d6) fire damage and 14 (4d6) lightning damage and on a success only half. 

Innate Spellcasting. The djinni's innate spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will: detect evil and good, detect magic, fire bolt

3/day each: wall of fire, fear, dimension door

1/day each: summon greater demon, dominate person, gaseous form, confusion, plane shift, major image

Actions

Multiattack. The djinni makes three scimitar attacks.

Scimitar. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage plus 3 (1d6) lightning and 3 (1d6) fire. 

Create Fire Whirlwind. A 5-foot-radius, 30-foot-tall cylinder of swirling smoldering air magically forms on a point the ajunn can see within 120 feet of it. The fire whirlwind lasts as long as the ajunn maintains concentration (as if concentrating on a spell). Any creature but the ajunn that enters the whirlwind must succeed on a DC 18 Strength saving throw or be restrained by it at the start of their turn take 7 (2d6) fire damage. The ajunn can move the fire whirlwind up to 60 feet as an action, and creatures restrained by the whirlwind move with it. The whirlwind ends if the ajunn 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 and in the action of freeing a creature from the fire whirlwind takes 7 (2d6) fire damage. If the check succeeds, the creature is no longer restrained and moves to the nearest space outside the whirlwind.

Description

Ajunns are djinnis who have been twisted and manipulated by Tiamat or powerful followers of hers into something completely other than its own self. 

Ajunns' only purpose is to free their one and true lord and they will do whatever it takes. Ajunns will also often align themselves with other entities that seek to free Tiamat even powerful creatures like dragons. 

Previous Versions

Name Date Modified Views Adds Version Actions
12/19/2019 2:42:20 PM
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Monster Tags: Geniefiend

Duckracer

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