For the 2014 D&D 5E by Roll20 sheet. In a game whose creator has Pro, install ChatSetAttr and TokenMod. Create a blank NPC character, place a token, set its Represents Character to that character, and select only that token. Paste each command into chat one at a time, in order.
ChatSetAttr fills the sheet, including accessible spells and supported structured spell rolls; TokenMod sets the token name, size, bars and darkvision. Upload token art to Roll20 and choose it manually. Check unlinked spells, other senses, advanced lighting and unsupported spell/action automation by hand. Re-running creates duplicate rows.
!setattr --sel --repeating_npctrait_-CREATE_name|Elemental Demise --repeating_npctrait_-CREATE_description|If the djinni dies, its body disintegrates into a warm breeze, leaving behind only equipment the djinni was wearing or carrying.
!setattr --sel --repeating_npctrait_-CREATE_name|Innate Spellcasting --repeating_npctrait_-CREATE_description|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: 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
!setattr --sel --repeating_npcaction_-CREATE_name|Multiattack --repeating_npcaction_-CREATE_description|The djinni makes three scimitar attacks.
!setattr --sel --repeating_npcaction_-CREATE_name|Scimitar --repeating_npcaction_-CREATE_description|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).
!setattr --sel --repeating_npcaction_-CREATE_name|Create Whirlwind --repeating_npcaction_-CREATE_description|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. 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.
Elemental Demise.
If the djinni dies, its body disintegrates into a warm breeze, leaving behind only equipment the djinni was wearing or carrying.
The djinni's innate spellcasting ability is Charisma (spell save DC 17, 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
The djinni makes three scimitar attacks.
Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: plus 3 () lightning or thunder damage (djinni's choice).
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.
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.
Monster Weaknesses
adds
Weaknesses
to this creature.
View
Monster Loot: Monster Manual
adds
Loot
to this creature.
View
Creature Harvest Index: Elementals
adds
Loot
to this creature.
View
Monster Loot: Candlekeep Mysteries
adds
Loot
to this creature.
View
Monster Loot: Journeys through the Radiant Citadel
adds
Loot
to this creature.
View
Monster Loot: Princes of the Apocalypse
adds
Loot
to this creature.
View
Monster Loot: Strixhaven: A Curriculum of Chaos
adds
Loot
to this creature.
View
Official miniatures
Pre-painted minis of this creature, catalogued from minisgallery.com.
Search by name, or choose a recently opened entry.
Add to…
esc
Full-text search — matches in entries, pages, notes and your uploaded documents. Filter with @ and #; start with ! to search everything you can access.
Type to search the full text of everything you can access, including uploaded documents.
Discussion
Log in to join the discussion.
No comments yet. Start the discussion.