Djinni Noble
Large Elemental
Armor Class 16
Hit Points 344 (30d10+180)
Speed fly +90, walk +30
Challenge 11
Saving Throws cha +9, dex +10, int +6, wis +7
Skills insight +7, acrobatics +10, perception +7
Damage Resistances lightning, thunder
Senses darkvision 120 ft., passive Perception 17
Languages Auran
Special Abilities
Innate Spellcasting. The djinnis innate spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components: At will: alter self (can assume Medium or Large form), detect magic, wind wall, 3/day each: creation, major image, tongues, wind walk, 1/day each: conjure elemental (air elemental only), control weather, create food and water (10 supply), plane shift (to Elemental Plane of Air only)
Actions
Multiattack. The djinni makes three scimitar attacks.
Scimitar. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage plus 5 (1d10) lightning damage.
Lightning Blast. Ranged Spell Attack: +9 to hit, range 90 ft., one target. Hit: 35 (10d6) lightning damage.
Scimitar Sweep (1/Day, Giant Form Only). The djinn makes a scimitar attack against each creature of its choice within its reach.
Bonus Actions
Giant Form (1/Day. The djinni magically becomes a Huge, semi-substantial creature of billowing cloud. In this form, it gains resistance to nonmagical damage, and its scimitar attacks gain a reach of 10 feet. The effect ends after 1 minute, when the djinni is incapacitated, or if the djinn becomes bloodied.
Whirlwind (1/Day). A magical, 5-foot-wide, 30-foot-tall whirlwind appears in a space the djinni can see within 60 feet. The whirlwind may appear in another creatures space. If the whirlwind appears in another creatures space, or when it enters a creatures space for the first time on a turn, the creature makes a DC 18 Strength check, becoming restrained by the whirlwind on a failure. The whirlwind may restrain one creature at a time. A creature within 5 feet of the whirlwind (including the restrained creature) can use an action to make a DC 18 Strength check, freeing the restrained creature on a success. A freed creature can move to an unoccupied space within 5 feet of the whirlwind.
As a bonus action. The whirlwind disappears if the djinni loses sight of it, if the djinni dies or is incapacitated, or if the djinni dismisses it as an action.
Source: Level Up Advanced 5e Monstrous Menagerie · OGL/Open