Size:
Type:
Form:
Temper:
# App:
Lair:
Diet:
Combat Dice: 0
Hit Points: 0
Attack Rank: 0
Passive Defense: 0
Active Defense:
Damage Reduction: 0
Role: soldier
Ground:
Climb/Arboreal:
Flight:
Swim:
Benthic:
Burrow:
Ethereal:

Actions/Abilities/Traits:
(D&D 5e)
Actions/Abilities/Traits: (D&D 5e)
Action
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.
Action
Multiattack
The djinni makes three scimitar attacks.
Action
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).
Special
At will
detect evil and good, detect magic, thunderwave
Special
Elemental Demise
If the djinni dies, its body disintegrates into a warm breeze, leaving behind only equipment the djinni was wearing or carrying.
Special
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:

Actions/Abilities/Traits:
(OSR)
Actions/Abilities/Traits: (OSR)
Special
|Air Mastery|Telepathy
Airborne creatures take a -1 penalty on attack and damage rolls against this creature.
Special
|Air Mastery|Telepathy
You can mentally communicate with any other creature within 100 feet that has a language. It is possible to address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time.

Actions/Abilities/Traits:
(Pathfinder 1e)
Actions/Abilities/Traits: (Pathfinder 1e)
Action
Feat 1
Combat Casting
Action
Feat 2
Combat Reflexes
Action
Feat 3
Dodge
Action
Feat 4
Improved InitiativeB
Action
Feat 5
Wind Stance
Action
Melee 1
2 slams +10 (1d8+4) or mwk scimitar +11/+6 (1d8+4/18-20)
Special
1/day
create food and water, create wine (as create water, but wine instead), gaseous form (for up to 1 hour), major creation (created vegetable matter is permanent), persistent image (DC 17), wind walk
Special
Air Mastery (Ex)
Airborne creatures take a -1 penalty on attack and damage rolls against a djinni.
Special
At will
invisibility (self only), plane shift (willing targets to elemental planes, Astral Plane, or Material Plane only)

Actions/Abilities/Traits:
(Pathfinder 2e)
Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Arcane Innate Spells
DC 23; 7th plane shift (at will; to Astral Plane, Elemental Planes, or Material Plane only); 4th creation, gaseous form; 3rd illusory creature, illusory object; 2nd enhance victuals (at will), invisibility (at will; self only); Constant (3rd) detect magic
Ability
Hurricane Blast
Frequency: Once per round
Effect The djinni all creatures in its whirlwind pushes back 20 feet, or forces all creatures in the aura to move 20 feet clockwise or counterclockwise. Each creature must attempt a DC 21 Fortitude save. On a success, it avoids being moved, and on a critical failure it falls prone in addition to being moved. Creatures with the air trait are immune.
Ability
Whirlwind
(air, arcane, aura, evocation) 20 feet. All squares in the djinni's aura are difficult terrain for Striding and Flying creatures. Creatures with the air trait are immune.
Offense
Melee
Circumstance: combat round (melee)
scimitar +15 [+10/+5] (forceful +1, reach 10 feet, sweep), Damage 1d6+10 slashing
Offense
Ranged
Circumstance: combat round (ranged)
crashing wind +15 [+10/+5] (air, arcane, evocation, range increment 20 feet), Damage 1d8+6 bludgeoning
Trait
Air
Effects with the air trait either manipulate or conjure air. Those that manipulate air have no effect in a vacuum or an area without air. Creatures with this trait consist primarily of air or have a magical connection to that element. Planes with this trait consist mostly of open spaces and air with various degrees of turbulence, though they also contain rare islands of floating stone and other elements and energies.
Trait
Elemental
Elementals are creatures directly tied to an element and native to the Elemental Planes. Elementals don't need to breathe.
Trait
Genie
The diverse families of genies hold positions of prominence on the Elemental Planes. They have powerful magical abilities.
Immunity
acid
Item
scimitar
Language
Auran
Common
Perception
darkvision
detect magic
Resistance
mental 5
sonic 5
This creature stands nearly twice as tall as a human, although its lower torso trails away into a vortex of mist and wind.
5e SRD