
The continent with the Northern Kingdoms and Nilfgaard Empire. Witchers, are they friend or foe?
Played | 28 times |
Cloned | 10 times |
Created | 85 days ago |
Last Updated | 69 days ago |
Visibility | Public |
Description
A djinn is a powerful air spirit, a condensation of the power of that element endowed with consciousness and character - the latter usually nasty. According to legend, djinn can grant even the most far-fetched wishes, though they do so very begrudgingly. Unusually powerful mages can capture and tame these beings to draw on its energy, using it to cast spells without traditional sources. Fighting a djinn is extraordinarily difficult, as they can fling off spells instantly and manipulate air to summon powerful storms, hurricanes, and gales.
Size | Large |
Type | Elemental |
CR | 10 |
XP | 5900 |
Languages | Abyssal, Celestial, Common, Primordial |
Armor Class | 17 |
HP Range | 100 - 150 (Avg: 125) |
Damage Vulnerabilities | None |
Damage Resistances | None |
Damage Immunities | None |
Condition Immunities | None |
Gale Force
The djinn summons a powerful gust of wind in a 60-foot cone. Each creature in that area must make a DC 18 Strength saving throw, taking 4d10 bludgeoning damage on a failed save, or half as much damage on a successful one.
Spellcasting
The djinn can cast spells as a 10th-level spellcaster. It has access to spells such as Storm Sphere, Gust of Wind, and Invisibility, and it can cast them at will.
Whirlwind
The djinn creates a whirlwind in a 20-foot radius centered on itself. Any creature that starts its turn in that area must make a DC 18 Strength saving throw or be pulled into the whirlwind and take 3d6 slashing damage.