CREATURE 5
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.
Open Djinni in the interactive creatures list or browse all creatures starting with D.