b'Genie, Djinni \n'b'  Family:   Genies  \n'b'  Large   elemental ,  chaotic good  \n'b'  Armor Class  17 (natural armor)  Hit Points  161 (14d10 + 84)  Speed  30 ft., fly 90 ft.\n'b' STATS STR: 21 (+5) DEX:  15 (+2)  CON:  22 (+6)  INT:  15 (+2)  WIS:  16 (+3)  CHA:  20 (+5)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'     Saving Throws   Dex  +6,  Wis  +7,  Cha  +9 \n'b'  Damage Immunities  lightning, thunder \n'b'  Senses   darkvision  120 ft., passive Perception 13 \n'b'  Languages  Auran \n'b'  Challenge  11 (7,200 XP) \n'b' Special Traits \n'b'     Elemental Demise : If the djinni dies, its body disintegrates into a warm breeze, leaving behind only equipment the djinni was wearing or carrying. \n'b'   Innate Spellcasting : The djinni\xe2\x80\x99s 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: \n'b'   At will :  detect evil and good ,  detect magic ,  thunderwave  \n'b'  3/day each:  create food and water  (can create wine instead of water),  tongues ,  wind walk  \n'b'  1/day each:  conjure elemental  (air elemental only),  creation ,  gaseous form ,  invisibility ,  major image ,  plane shift  \n'b'    Actions \n'b'     Multiattack : The djinni makes three scimitar attacks. \n'b'   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\xe2\x80\x99s choice). \n'b'   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. \n'b'  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. \n'b'    About \n'b' This creature stands nearly twice as tall as a human, although its lower torso trails away into a vortex of mist and wind.'