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DjinniCR 11 · Large Elemental · Stat Block & Encounter Builder

Large elemental, Challenge 11. AC 17, 161 hit points.

Armour Class
17
Hit Points
161
Speed
30 ft.
Challenge
11 · 7,200 XP
Alignment
Chaotic Good

The card

Stat Block

Large Elemental · Chaotic Good

Djinni

AC
17
HP
161
CR
11

14d10 + 84 · 30 ft., fly 90 ft. · AC from natural armor

Darkvision 120 ft., passive Perception 13

Languages: Auran

STRDEXCONINTWISCHA
21 (+5)15 (+2)22 (+6)15 (+2)16 (+3)20 (+5)

Traits

Damage ImmunitiesLightning, thunder
Elemental DemiseIf the djinni dies, its body disintegrates into a warm breeze, leaving behind only equipment the djinni was wearing or carrying.
Innate SpellcastingThe djinni's innate spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). It can innately cast the following spells, requiring no material components: At will: detect evil and good, detect magic, thunderwave 3/day each: create food and water (can create wine instead of water), tongues, wind walk 1/day each: conjure elemental (air elemental only), creation, gaseous form, invisibility, major image, plane shift

Actions

MultiattackThe djinni makes three scimitar attacks.
ScimitarMelee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage plus 3 (1d6) lightning or thunder damage (djinni's choice).
Create WhirlwindA 5-foot-radius, 30-foot-tall cylinder of swirling air magically forms on a point the djinni can see within 120 feet of it. The whirlwind lasts as long as the djinni maintains concentration (as if concentrating on a spell). Any creature but the djinni that enters the whirlwind must succeed on a DC 18 Strength saving throw or be restrained by it. The djinni can move the whirlwind up to 60 feet as an action, and creatures restrained by the whirlwind move with it. The whirlwind ends if the djinni loses sight of it. A creature can use its action to free a creature restrained by the whirlwind, including itself, by succeeding on a DC 18 Strength check. If the check succeeds, the creature is no longer restrained and moves to the nearest space outside the whirlwind.

How to actually run it

Tactics

The stat block tells you what it can do. This tells you what to do with it.

1Multiattack: The djinni makes three scimitar attacks.
2It casts spells — read its spell list before the fight and hold a Counterspell or a way to break concentration.
3With a 90 ft. flying speed it can stay out of melee reach; a party with no ranged answer will chase it all fight.

Pitch the fight

Encounter Difficulty

Encounter Builder

How bad is this fight?

Real DMG maths — XP thresholds by level, and the group multiplier that makes crowds so much worse than the raw total suggests.

Could kill someone — and at high enough numbers, the whole party.

Difficulty

Deadly

57,600 adj. XP · ×2

deadly at 1,600

Build this Deadly encounter

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Counsel

Djinni, Answered

What is Djinni's challenge rating in D&D 5e?

Djinni is Challenge 11, worth 7,200 XP. Encounter maths multiplies XP by the number of monsters, so a group is deadlier than the raw total — use the calculator on this page.

What are Djinni's stats?

AC 17 (natural armor), 161 hit points (14d10 + 84), speed 30 ft., fly 90 ft.. Ability scores: STR 21, DEX 15, CON 22, INT 15, WIS 16, CHA 20.

What is Djinni resistant to?

Djinni is immune to lightning and thunder damage. Pick a damage type it does not shrug off.

Put It On The Table

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