DJINNI (Air Genie) – 5e stats

Large elemental (genie), chaotic good

Armor Class 17 (natural armor)
Hit Points 161 (14d10 + 84)
Speed 30 ft. (suggested 40 ft.) , fly 90 ft.

Proficiency Bonus +4
Proficiency Bonus +6 (5th Edition Advanced Mode)

STRDEXCONINTWISCHA
21 (+5)15 (+2)22 (+6)15 (+2)16 (+3)20 (+5)

Saving Throws Dex +6, Wis +7, Cha +9
Damage Immunities lightning, thunder.
Damage Immunities (suggested) lightning, poison, thunder.
Condition Immunities (suggested) poisoned
Senses darkvision 120 ft., passive Perception 13
Languages Auran
Challenge 11 (7,200 XP)

Elemental Demise. If the djinni dies, its body disintegrates into a warm breeze, leaving behind only equipment the djinni was wearing or carrying.

Innate Spellcasting. The djinni’s innate spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

Actions

  • Multiattack. The djinni makes three scimitar attacks.
  • Scimitar. Melee Weapon Attack: +9 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 18 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 18 Strength check. If the check succeeds, the creature is no longer restrained and moves to the nearest space outside the whirlwind.
  • Create Whirlwind (suggested). A 10-foot-radius, 70-foot-tall cylinder of swirling air magically forms on a point the djinni can see within 120 feet of it. The whirlwind requires one full round to form. 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 18 Strength saving throw or be restrained by it. A restrained target takes 12 (2d6+5) bludgeoning damage until the condition persists. 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 18 Strength check. If the check succeeds, the creature is no longer restrained and moves to the nearest space outside the whirlwind, but suffers the prone condition.

5th Edition Advanced Mode
Limiting the power of a character and making the overall difficulty of the game harder, does not reduce the creativity, indeed it does quite the opposite.
The Game Master has the option to use any and all of the instances proposed in this guide, or just some of them according to their preference.

It is the lack of something that move and motivate characters, not the abundance of it


DESCRIPTION

A djinni is a powerful elemental creature that embodies the chaotic force of violent storms. It has a humanoid appearance, with a tall and muscular physique, and skin that ranges from pale blue to dark tan. Its eyes are usually brown, but some rare djinni have blue eyes that mark them for great deeds or misfortunes. A djinni wears shimmering silk garments that flaunt its aristocratic features and enhance its natural beauty. A djinni can speak several languages, including Auran, Celestial, Common, Ignan, Jannti, and Primordial. The djinn are genies from the elemental plane of Air. It should be noted that “djinn” is the plural form of their name, while “djinni” is the singular.

COMBAT

A djinni is a formidable opponent in combat, as it can wield a scimitar with great skill and agility. It can also use its innate magic to cast various spells, such as detect evil and good, detect magic, thunderwave, create food and water, tongues, wind walk, conjure elemental, creation, gaseous form, invisibility, major image, and plane shift. A djinni can also create a whirlwind that can restrain and damage its enemies . A djinni is immune to lightning and thunder damage, and if it dies, its body disintegrates into a warm breeze.

HABITAT / SOCIETY

A djinni lives in the Elemental Plane of Air, a realm of endless sky and swirling clouds. There, it enjoys flying freely and exploring the wonders of the plane. A djinni is usually friendly and benevolent to other creatures, especially those who share its love of freedom and adventure. A djinni is loyal to its friends and allies, but will not tolerate betrayal or oppression. A djinni respects the laws of fate and destiny, but also believes in the power of choice and free will.

A djinni is part of a larger group of beings called genies, who are native to the four elemental planes. The other genies are the efreeti (fire), the marids (water), and the dao (earth). The genies have a complex history of alliances and conflicts among themselves and with other planar beings. The djinni are usually on good terms with the efreeti and the marids, but they despise the dao for their greed and cruelty.

A djinni has a social hierarchy based on nobility and power. The most powerful and respected djinn are the noble djinni, who have the ability to grant wishes to mortals or other beings. The noble djinni are led by a sultan or sultana, who rules over a vast palace in the Elemental Plane of Air. The noble djinni have many servants and followers, who are either lesser djinn or other air creatures.

The social structure of Djinn society is based on rule by a caliph, served by various nobles and officials (viziers. beys, emirs, sheiks, sheriffs, and maliks). A caliph rules all the djinn estates within two days’ travel. and is advised by six viziers who help maintain the balance of the landholdings.

A typical djinn landhold consists of 3d10 djinn of various ages and powers. as well as 1d10 jann and 1d10 elemental creatures of low intelligence. All are ruled by the local sheik. a djinn of maximum hit points.

If a landhold is attacked by a large force, a messenger (usually the youngest djinni) is sent to the next landhold, which sends aid and dispatches two more messengers to warn the next landholder. In this fashion the entire nation is warned.

ECOLOGY

A djinni is an omnivorous creature that can eat almost anything, but prefers fine food and wine. A djinni does not need to sleep or breathe, but it enjoys resting and relaxing in comfortable places. A djinni can live for thousands of years, but it is not immortal. A djinni can reproduce with other djinn or with mortals, creating half-djinn offspring who inherit some of their traits and abilities.

A djinni has a strong connection to the element of air, which gives it its power and personality. A djinni can manipulate air to create various effects, such as wind, sound, lightning, or illusions. A djinni can also travel to other planes that have air or are connected to the Elemental Plane of Air. A djinni is fascinated by the diversity and complexity of the multiverse, and often seeks to learn new things and experience new cultures.

A djinni is sometimes enslaved by mortals or other beings who seek to exploit its power or knowledge. A djinni can be bound to a common object, such as a lamp or a ring, which serves as its prison until it is released by someone who can command it. A djinni can also be forced to serve by magic or threats. A djinni hates being enslaved, as it goes against its nature of freedom and chaos. A djinni will try to escape or rebel against its master if possible, or wait for an opportunity to do so.

A djinni is a valuable ally or a dangerous enemy for adventurers who encounter it. A djinni can offer aid or information in exchange for favors or gifts. A djinni can also grant wishes to those who please it or earn its respect. However, a djinni can also be hostile or deceptive to those who offend it or threaten its interests. A djinni can also be unpredictable or whimsical, as it follows its own desires and impulses. A djinni is a creature of wonder and mystery, who can bring fortune or misfortune to those who cross its path.