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Djinni (Genio): differenze tra le versioni

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=== Djinni (Genie) ===\n''Grande elementale, caotico buono''\n\n'''[[:Categoria:Classi|classe]] Armatura''' 17 (armatura naturale)\n\n'''Punti Ferita''' 161 (14d10+84)\n\n'''Velocità''' 30 m, fly 90 m\n\n| FOR | DES | COS | INT | SAG | CAR |\n|---------|---------|---------|---------|---------|---------|\n| 21 (+5) | 15 (+2) | 22 (+6) | 15 (+2) | 16 (+3) | 20 (+5) |\n\n'''Tiri Salvezza''' Dex +6, Wis +7, Cha +9\n\n'''Danno Immunities''' fulmine, tuono\n\n'''Sensi''' scurovisione 120 m, passive Percezione 13\n\n'''Linguaggi''' Auran\n\n'''Grado di Sfida''' 11 (7200 PE)\n\n'''''Elementalee Demise'''''. If the djinni dies, its body disintegrates into a warm breeze, leaving behind only equipment the djinni was wearing or carrying.\n\n'''''Innate Lancio di [[:Categoria:Incantesimi|incantesimi]]'''''. The djinni's innate lancio di incantesimi ability is Carisma (CD tiro salvezza incantesimi 17, +9 a colpire with attacco incantesimos). It can innately cast the following spells, requiring no material Componenti\n\nAt will: ''detect evil and good'', ''detect magic'', ''tuonowave''\n\n3/day each: ''create food and water'' (can create wine instead of water), ''tongues'', ''wind walk''\n\n1/day each: ''conjure elementale'' (air elementale only), ''creation'', ''gaseous form'', ''invisibility'', ''major image'', ''plane shift''\n\n###### Azioni\n\n'''''Multiattacco'''''. The djinni makes three scimitar attacks.\n\n'''''Scimitar'''''. ''Arma da Mischia Attacco:'' +9 a colpire, portata 5 m, un bersaglio. ''Colpito:'' 12 (2d6+5) taglienti damage plus 3 (1d6) fulmine or tuono damage (djinni's choice).\n\n'''''Create Whirlwind'''''. A 5-foot radius, 30-foot tall cylinder of swirling air magically forms on a point the djinni can see within 120 metri 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 tiro salvezza or be trattenuta by it. The djinni can move the whirlwind up to 60 metri as an action, and creatures trattenuta by the whirlwind move with it. The whirlwind ends if the djinni loses sight of it.\n\nA creature can use its action to free a creature trattenuta by the whirlwind, including itself, by succeeding on a DC 18 Forza check. If the check succeeds, the creature is no longer trattenuta and moves to the nearest space outside the whirlwind.\n\n{{Licenza|versione=5.1}}\n[[Categoria:Mostri]]\n[[Categoria:SRD 5.1]]\n<!-- Originale: Djinni (Genie) -->
=== Djinni (Genie) ===
''Grande elementale, caotico buono''
 
'''[[:Categoria:Classi|classe]] Armatura''' 17 (armatura naturale)
 
'''Punti Ferita''' 161 (14d10+84)
 
'''Velocità''' 30 m, fly 90 m
 
| FOR | DES | COS | INT | SAG | CAR |
|---------|---------|---------|---------|---------|---------|
| 21 (+5) | 15 (+2) | 22 (+6) | 15 (+2) | 16 (+3) | 20 (+5) |
 
'''Tiri Salvezza''' Dex +6, Wis +7, Cha +9
 
'''Danno Immunities''' fulmine, tuono
 
'''Sensi''' scurovisione 120 m, passive Percezione 13
 
'''Linguaggi''' Auran
 
'''Grado di Sfida''' 11 (7200 PE)
 
'''''Elementalee 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 [[:Categoria:Incantesimi|incantesimi]]'''''. The djinni's innate lancio di incantesimi ability is Carisma (CD tiro salvezza incantesimi 17, +9 a colpire with attacco incantesimos). It can innately cast the following spells, requiring no material Componenti
 
At will: ''detect evil and good'', ''detect magic'', ''tuonowave''
 
3/day each: ''create food and water'' (can create wine instead of water), ''tongues'', ''wind walk''
 
1/day each: ''conjure elementale'' (air elementale only), ''creation'', ''gaseous form'', ''invisibility'', ''major image'', ''plane shift''
 
###### Azioni
 
'''''Multiattacco'''''. The djinni makes three scimitar attacks.
 
'''''Scimitar'''''. ''Arma da Mischia Attacco:'' +9 a colpire, portata 5 m, un bersaglio. ''Colpito:'' 12 (2d6+5) taglienti damage plus 3 (1d6) fulmine or tuono 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 metri 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 tiro salvezza or be trattenuta by it. The djinni can move the whirlwind up to 60 metri as an action, and creatures trattenuta 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 trattenuta by the whirlwind, including itself, by succeeding on a DC 18 Forza check. If the check succeeds, the creature is no longer trattenuta and moves to the nearest space outside the whirlwind.
 
{{Licenza|versione=5.1}}
[[Categoria:Mostri]]
[[Categoria:SRD 5.1]]
<!-- Originale: Djinni (Genie) -->
<!-- Tradotto AI 2026-07-03 -->
<!-- Tradotto AI 2026-07-03 -->

Versione delle 20:29, 3 lug 2026

Djinni (Genie)

Grande elementale, caotico buono

classe Armatura 17 (armatura naturale)

Punti Ferita 161 (14d10+84)

Velocità 30 m, fly 90 m

| FOR | DES | COS | INT | SAG | CAR | |---------|---------|---------|---------|---------|---------| | 21 (+5) | 15 (+2) | 22 (+6) | 15 (+2) | 16 (+3) | 20 (+5) |

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

Danno Immunities fulmine, tuono

Sensi scurovisione 120 m, passive Percezione 13

Linguaggi Auran

Grado di Sfida 11 (7200 PE)

Elementalee 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 lancio di incantesimi ability is Carisma (CD tiro salvezza incantesimi 17, +9 a colpire with attacco incantesimos). It can innately cast the following spells, requiring no material Componenti

At will: detect evil and good, detect magic, tuonowave

3/day each: create food and water (can create wine instead of water), tongues, wind walk

1/day each: conjure elementale (air elementale only), creation, gaseous form, invisibility, major image, plane shift

            1. Azioni

Multiattacco. The djinni makes three scimitar attacks.

Scimitar. Arma da Mischia Attacco: +9 a colpire, portata 5 m, un bersaglio. Colpito: 12 (2d6+5) taglienti damage plus 3 (1d6) fulmine or tuono 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 metri 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 tiro salvezza or be trattenuta by it. The djinni can move the whirlwind up to 60 metri as an action, and creatures trattenuta 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 trattenuta by the whirlwind, including itself, by succeeding on a DC 18 Forza check. If the check succeeds, the creature is no longer trattenuta 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.