Djinni token

Djinni

Large Elemental Chaotic Good

CR 11
Saving Throws
Dex +6, Wis +7, Cha +9
Damage Immunities
lightning, thunder
Senses
darkvision 120 ft., passive Perception 13
Languages
Auran
Environment
coastal

Traits

Elemental Demise

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

Spellcasting

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.