Djinni

CREATURE 5

uncommon cg large air elemental genie 

Perception +13; darkvision, detect magic

Languages Auran, Common

Skills Acrobatics +14, Arcana +11, Athletics +11, Crafting +9, Deception +11, Diplomacy +13, Society +9, Stealth +12

Str +4 Dex +5 Con +2 Int +2 Wis +2 Cha +4

Items scimitar

AC  22; Fort +9, Ref +14, Will +11

HP 71; Immunities acid; Resistances mental 5, sonic 5

Whirlwind (air, arcane, aura, evocation) 20 feet. All squares in the djinni's aura are difficult terrain for Striding and Flying creatures. Creatures with the air trait are immune.

Speed 25 feet, fly 40 feet

Melee [>] scimitar +15 (forceful +1, reach 10 feet, sweep), Damage 1d6+10 slashing

Melee [>] fist +16 (agile, finesse, magical, nonlethal, reach 10 feet), Damage 1d4+10 bludgeoning

Ranged [>] crashing wind +15 (air, arcane, evocation, range increment 20 feet), Damage 1d8+6 bludgeoning

Arcane Innate Spells DC 23; 7th plane shift (at will, to Astral Plane, Elemental Planes or Material Plane only); 4th creation, gaseous form; 3rd illusory creature, illusory object; 2nd enhance victuals (at will), invisibility (at will, self only); Constant (3rd) detect magic

Hurricane Blast [>] (air, arcane, evocation) Frequency once per round; Effect The djinni all creatures in its whirlwind pushes back 20 feet, or forces all creatures in the aura to move 20 feet clockwise or counterclockwise. Each creature must attempt a DC 21 Fortitude save. On a success, it avoids being moved, and on a critical failure it falls prone in addition to being moved. Creatures with the air trait are immune.

Bestiary, page 163. Expanded in LOIL.

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