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Djinni (Genio): differenze tra le versioni

Da D&D Next.
Reimport Monsters: Djinni (Genie) (formattato)
Traduzione mostri: Djinni (Genie)
Riga 2: Riga 2:
''Large elemental, chaotic good''
''Large elemental, chaotic good''


'''Armor Class''' 17 (natural armor)
'''[[:Categoria:Classi|classe]] Armatura''' 17 (natural armor)


'''Hit Points''' 161 (14d10+84)
'''Punti Ferita''' 161 (14d10+84)


'''Speed''' 30 ft., fly 90 ft.
'''Velocità''' 30 ft., fly 90 ft.


{| class="wikitable"
| STR     | DEX     | CON     | INT     | WIS     | CHA     |
! STR
|---------|---------|---------|---------|---------|---------|
| DEX
| 21 (+5) | 15 (+2) | 22 (+6) | 15 (+2) | 16 (+3) | 20 (+5) |
| CON
| INT
| WIS
| CHA
! ---------
| ---------
| ---------
| ---------
| ---------
| ---------
! 21 (+5)
| 15 (+2)
| 22 (+6)
| 15 (+2)
| 16 (+3)
| 20 (+5)
|}


'''Saving Throws''' Dex +6, Wis +7, Cha +9
'''Tiri Salvezza''' Dex +6, Wis +7, Cha +9


'''Damage Immunities''' lightning, thunder
'''Danno Immunities''' lightning, thunder


'''Senses''' darkvision 120 ft., passive Perception 13
'''Senses''' darkvision 120 ft., passive Percezione 13


'''Languages''' Auran
'''Linguaggi''' Auran


'''Challenge''' 11 (7,200 XP)
'''Challenge''' 11 (7,200 XP)


****'''Elemental Demise'''**'''. If the djinni dies, its body disintegrates into a warm breeze, leaving behind only equipment the djinni was wearing or carrying.
'''''Elementale Demise'''''. If the djinni dies, its body disintegrates into a warm breeze, leaving behind only equipment the djinni was wearing or carrying.


'''**'''Innate Spellcasting'''**'''. The 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
'''''Innate Lancio di [[:Categoria:Incantesimi|incantesimi]]'''''. The djinni's innate spellcasting ability is Carisma (spell save DC 17, +9 to hit with spell attacks). It can innately cast the following spells, requiring no material Componenti


At will: ''detect evil and good'', ''detect magic'', ''thunderwave''
At will: ''detect evil and good'', ''detect magic'', ''thunderwave''
Riga 51: Riga 34:
###### Actions
###### Actions


'''**'''Multiattack'''**'''. The djinni makes three scimitar attacks.
'''''Multiattack'''''. The djinni makes three scimitar attacks.


'''**'''Scimitar'''**'''. ''Melee 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).
'''''Scimitar'''''. ''Arma da Mischia Attacco:'' +9 to hit, reach 5 ft., one target. ''Colpito:'' 12 (2d6+5) slashing damage plus 3 (1d6) lightning or thunder damage (djinni's choice).


'''**'''Create Whirlwind'''****. A 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.
'''''Create Whirlwind'''''. A 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 Forza 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.
A creature can use its action to free a creature restrained by the whirlwind, including itself, by succeeding on a DC 18 Forza check. If the check succeeds, the creature is no longer restrained and moves to the nearest space outside the whirlwind.


{{Licenza|versione=5.1}}
{{Licenza|versione=5.1}}
[[Categoria:Mostri]]
[[Categoria:Mostri]]
[[Categoria:SRD 5.1]]
[[Categoria:SRD 5.1]]
<!-- Originale: Djinni (Genie) -->

Versione delle 14:55, 3 lug 2026

Djinni (Genie)

Large elemental, chaotic good

classe Armatura 17 (natural armor)

Punti Ferita 161 (14d10+84)

Velocità 30 ft., fly 90 ft.

| STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 21 (+5) | 15 (+2) | 22 (+6) | 15 (+2) | 16 (+3) | 20 (+5) |

Tiri Salvezza Dex +6, Wis +7, Cha +9

Danno Immunities lightning, thunder

Senses darkvision 120 ft., passive Percezione 13

Linguaggi Auran

Challenge 11 (7,200 XP)

Elementale Demise. If the djinni dies, its body disintegrates into a warm breeze, leaving behind only equipment the djinni was wearing or carrying.

Innate Lancio di incantesimi. The djinni's innate spellcasting ability is Carisma (spell save DC 17, +9 to hit with spell attacks). It can innately cast the following spells, requiring no material Componenti

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

            1. Actions

Multiattack. The djinni makes three scimitar attacks.

Scimitar. Arma da Mischia Attacco: +9 to hit, reach 5 ft., one target. Colpito: 12 (2d6+5) slashing damage plus 3 (1d6) lightning or thunder damage (djinni's choice).

Create Whirlwind. A 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 Forza 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 Forza check. If the check succeeds, the creature is no longer restrained and moves to the nearest space outside the whirlwind.

D&D Next Wiki — Questo contenuto è basato sul System Reference Document 5.1 di Wizards of the Coast LLC, disponibile sotto licenza Creative Commons Attribution 4.0 International.