Library / Bestiary

Genie, Janni

CR 4.00 Outsider N Medium
This regal figure looks like a tall, well-proportioned human, save that its eyes sparkle with strange light.

The jann (singular janni) are the weakest of the genies. Jann are formed out of all four elements and must therefore spend most of their time on the Material Plane. Some lore even casts the janni as the most “human” of the genie races, although most jann are quick to correct this insult, usually with the edge of a sword. A janni is human-sized, standing about 6 feet tall and weighing about 180 pounds.

Jann are physically strong and courageous, and do not take kindly to insult or injury. Most are quite prone to seeing insult even when none is intended by the speaker. If overwhelmed in battle, they escape using flight and invisibility, returning later with reinforcements.

Jann enjoy their privacy, preferring the solitude of the deep desert and isolated oases. They are usually suspicious of humans, but are often willing to give them the benefit of the doubt. Jann have a strong cultural tradition of hospitality, and will never turn away someone in need of food, water, or shelter, though they might expect payment in the form of a favor at some later date.

Among the other genie races, jann generally have good relations with both djinn and shaitans. While not actively enemies, jann dislike the proud and aloof marids. Jann have a distinct aversion to the efreet, who often try to enslave them or conscript them into their armies.

A small percentage of jann are noble. Noble jann, often called sheikhs or amirs, have 9 Hit Dice, Strength 19, and Intelligence 18, and gain the following spell-like abilities: 3/day—augury, detect magic, and divination. A noble janni's caster level for its spell-like abilities is 12th. Noble jann are CR 7.

STR
16
DEX
15
CON
12
INT
14
WIS
15
CHA
13
HP
39 (6d10+6)
AC
20, touch 13, flat-footed 17 (+6 armor, +2 Dex, +1 dodge, +1 natural)
Speed
30 ft., fly 20 ft. (perfect); 20 ft., fly 15 ft. (perfect) in chainmail
Init
+6
Melee
scimitar +9/+4 (1d6+4/18-20)<p class="stat-block-2"><b>Ranged</b> composite longbow +8/+3 (1d8+3/&times;3)</p><p class="stat-block-2"><b>Special Attacks</b> change size</p>
BAB
+6
CMB
+9
CMD
22
Fort
+6
Ref
+7
Will
+4

Weapons: Martial, Simple

Elemental Endurance — Jann can remain on the Planes of Air, Earth, Fire, or Water for up to 48 hours at a time. Failure to return to the Material Plane before that time expires causes a janni to take 1 point of damage per additional hour spent on the elemental plane, until it dies or returns to the Material Plane.

Combat Reflexes from Feat

<p class="stat-block-1"> You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.</p>

Dodge from Feat

<p class="stat-block-1"> You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.</p>

<p class="stat-block-1"> You get a +4 bonus on initiative checks.</p>

Mobility from Feat

<p class="stat-block-1"> You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.</p><p class="stat-block-2">Dodge bonuses stack with each other, unlike most types of bonuses.</p>

Appraise +11, Craft (any one-usually weaponsmith) +11, Fly +14, Perception +11, Ride +6, Sense Motive +11, Spellcraft +11, Stealth +6

spell-like abilities:
Details
Type
Outsider
Alignment
N
Size
Medium
Environment
warm deserts
Organization
solitary, pair, company (3-6), or band (7-12)
Treasure
standard (chainmail, composite longbow [+3 Str], scimitar, other gear)
Senses
darkvision 60 ft.; Perception +11
Languages
Common, one elemental language (Aquan, Auran, Ignan, or Terran), one planar language (Abyssal, Celestial, or Infernal); telepathy 100 ft.
Source
Bestiary
Sources Used in This Record
9 House/Core
  • Uses feat: Combat Reflexes (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Dodge (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Improved Initiative (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Mobility (Feat)
    House/Core — covered by the site's Section 15.
  • Knows spell: Invisibility (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Plane Shift (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Speak With Animals (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Create Food And Water (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Ethereal Jaunt (Spell)
    House/Core — covered by the site's Section 15.
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