Illustration Xan Drake

Djinni

Robin
Challenge 11
(7,200 XP)
Robinloft Estimated CR 11
Large elemental, chaotic good
Armor Class 17 (natural armor)
Hit Points 161 (14d10+84)
Speed 30 ft., fly 90 ft.
STR
21 (+5)
DEX
15 (+2)
CON
22 (+6)
INT
15 (+2)
WIS
16 (+3)
CHA
20 (+5)
Saving Throws Dex +6, Wis +7, Cha +9
Skills
Damage Immunities lightning, thunder
Senses darkvision 120 ft., passive Perception 13
Languages Primordial (Auran)
Environments
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:
3/day each: create food and water (can create wine instead of water), tongues, wind walk

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.

Genies

When a sentient soul is able to bind with primordial matter in one of the elemental planes, as well as manage to manifest a form more complex than that of a common elemental, a rare genie is made. Unlike elementals, genies have biological bodies composed of more than just a congealed element, and are often quite muscular and colorful in comparison to most humanoids on the material plane.

While the formation of a genie requires an unattached soul that once belonged to another living creature, the genie itself is a brand new person built out of their unique circumstances in the elemental planes. The soul is itself reborn, used simply as the building blocks that might contribute a few details to the genie’s personality and physique.

A genie has a specific name depending on which element they are connected to to help understand their powers more individually. Dao, hailing from the Elemental Plane of Earth, have mastery over said domain and are the most likely of any genie to be found on the material plane; Djinn come from the Elemental Plane of Air; Efreet, of the Elemental Plane of Fire—made of congealed flames and metals—are most often confused for other creatures such as devils and demons; and Marids come from the Elemental Plane of Water. A few other types remain, though they are weaker and even less common, as they do not have strong ties to one of the four primordial elements.

The union of a genie and a mortal humanoid is not unknown, and this union can bring about a child that shares some of the elemental traits of their genie parent. These children are known as genasi.

Djinni

Not yet described

Duplication and Templates

Djinni (Robin) has been modified from other monsters.

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