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Djinni

Challenge11

Rules source: Monster Manual (2025) · CR: 11 · Type: Elemental (Genie)

Combat statistics

  • Armor Class: 17
  • Hit Points: 218 (19d10 + 114)
  • Speed: Walk 30 ft., Fly 90 ft., Hover True
  • Initiative: +2 (12)
  • Challenge: 11 (7,200 XP)
  • Senses: Darkvision 120 ft., Passive perception 13
  • Languages: Primordial (Auran)
  • Immunities: Lightning, Thunder
  • Proficiency Bonus: +4
  • Damage resistances: None listed
  • Damage vulnerabilities: None listed
  • Damage immunities: lightning, thunder
  • Condition immunities: None listed
Ability Score (modifier) Saving throw
STR 21 (+5) +5
DEX 15 (+2) +6
CON 22 (+6) +6
INT 15 (+2) +2
WIS 16 (+3) +7
CHA 20 (+5) +5

Revised rules text

Traits

Elemental Restoration. If the djinni dies outside the Elemental Plane of Air, its body dissolves into mist, and it gains a new body in 1d4 days, reviving with all its Hit Points somewhere on the Plane of Air.

Magic Resistance. The djinni has Advantage on saving throws against spells and other magical effects.

Wishes. The djinni has a 30 percent chance of knowing the Wish spell.

If the djinni knows it, the djinni can cast it only on behalf of a non-genie creature who communicates a wish in a way the djinni can understand.

If the djinni casts the spell for the creature, the djinni suffers none of the spell’s stress.

Once the djinni has cast it three times, the djinni can’t do so again for 365 days.

Actions

Multiattack. The djinni makes three attacks, using Storm Blade or Storm Bolt in any combination.

Storm Blade. Melee Attack Roll: +9, reach 5 feet.

Hit: 12 (2d6 + 5) Slashing damage plus 7 (2d6) Lightning damage.

Storm Bolt. Ranged Attack Roll: +9, range 120 feet.

Hit: 13 (3d8) Thunder damage.

If the target is a Large or smaller creature, it has the Prone condition.

Create Whirlwind. The djinni conjures a whirlwind at a point it can see within 120 feet.

The whirlwind fills a 20-foot-radius, 60-foot-high Cylinder centered on that point.

The whirlwind lasts until the djinni’s Concentration on it ends.

The djinni can move the whirlwind up to 20 feet at the start of each of its turns.

Whenever the whirlwind enters a creature’s space or a creature enters the whirlwind, that creature is subjected to the following effect.

Strength Saving Throw: DC 17 (a creature makes this save only once per turn, and the djinni is unaffected).

Failure: While in the whirlwind, the target has the Restrained condition and moves with the whirlwind.

At the start of each of its turns, the Restrained target takes 21 (6d6) Thunder damage.

At the end of each of its turns, the target repeats the save, ending the effect on itself on a success.

Spellcasting. The djinni casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 17):

Reference from your core rulebook

The links below open the original rulebook pages for the complete printed stat block, including traits, actions, spellcasting, reactions, and usage limits. The printed block is authoritative if searchable text elsewhere on this page differs.

Monster Manual (2025) — PDF page 102

Open the original rulebook — PDF page 102 — source PDF is not included in this player reference.

Printed book page: 99.

Referenced in the wiki

Items: Iron Flask · Ring of Djinni Summoning

Sources

  • Your supplied Monster Manual (2025) — source PDF is not included in this player reference. — verified local reference
  • Monster Manual — original reference dataset (legacy source)
  • SRD 5.2.1 (external reference) — complete revised rules block
  • Structured SRD transcription (external reference) — searchable text; printed block remains authoritative

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