Monster Dossier
Djinni
Djinni is a fantasy monster entry from source B1.
Traits
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Rules & statistics
Monster Profile
Perception
13
Senses
- Name
- darkvision
- Name
- detect magic
Languages
- Languages
- auran
- common
Skills
- Acrobatics
- 14
- Arcana
- 11
- Athletics
- 11
- Crafting
- 9
- Deception
- 11
- Diplomacy
- 13
- Society
- 9
- Stealth
- 12
Ability Mods
- Str
- 4
- Dex
- 5
- Con
- 2
- Int
- 2
- Wis
- 2
- Cha
- 4
Items
- scimitar
Defenses
- Ac
- 22
- Saving Throws
- Fort
- 9
- Ref
- 14
- Will
- 11
- Hp
- Hp
- 71
- Immunities
- acid
- Resistances
- Amount
- 5
- Name
- mental
- Amount
- 5
- Name
- sonic
Speed
- Walk
- 25
- Fly
- 40
Attacks
- Range
- Melee
- Name
- scimitar
- Attack
- 15
- Traits
- forceful +1
- reach
- sweep
- Damage
- 1d6+10 slashing
- Types
- slashing
- Range
- Melee
- Name
- fist
- Attack
- 16
- Traits
- agile
- finesse
- magical
- nonlethal
- reach
- Damage
- 1d4+10 bludgeoning
- Types
- bludgeoning
- Range
- Ranged
- Name
- crashing wind
- Attack
- 15
- Traits
- air
- arcane
- evocation
- range increment
- Damage
- 1d8+6 bludgeoning
- Types
- bludgeoning
Spellcasting
- Type
- Innate
- Tradition
- arcane
- DC
- 23
- Entry
- 2
- Spells
- Name
- enhance victuals
- Amount
- at will
- Name
- invisibility
- Amount
- at will
- Notes
- self only
- 3
- Spells
- Name
- illusory creature
- Name
- illusory object
- 4
- Spells
- Name
- creation
- Name
- gaseous form
- 7
- Spells
- Name
- plane shift
- Amount
- at will
- Notes
- to Astral Plane, Elemental Planes or Material Plane only
- Constant
- 3
- Spells
- Name
- detect magic
Abilities
- Mid
- Traits
- air
- arcane
- aura
- evocation
- Entries
- 20 feet. All squares in the djinni's aura are difficult terrain||3|terrain for Stride||Striding and Flying creatures. Creatures with the air trait are immune.
- Name
- Whirlwind
- Bot
- Activity
- Number
- 1
- Unit
- action
- Traits
- air
- arcane
- evocation
- Frequency
- Unit
- round
- Number
- 1
- Entries
- 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 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.
- Name
- Hurricane Blast
Background
Lore
No lore provided.