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Genie, Janni


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

Janni CR 4

XP 1,200
N Medium outsider (native)
Init +6; Senses darkvision 60 ft.; Perception +11

DEFENSE

AC 20, touch 13, flat-footed 17 (+6 armor, +2 Dex, +1 dodge, +1 natural)
hp 39 (6d10+6)
Fort +6, Ref +7, Will +4
Resist fire 10

OFFENSE

Speed 30 ft., fly 20 ft. (perfect); 20 ft., fly 15 ft. (perfect) in chainmail
Melee scimitar +9/+4 (1d6+4/18–20)
Ranged composite longbow +8/+3 (1d8+3/×3)
Special Attacks change size
Spell-Like Abilities (CL 8th)

3/dayinvisibility (self only), plane shift (willing targets to elemental planes, Astral Plane, or Material Plane only), speak with animals
1/daycreate food and water, ethereal jaunt (for 1 hour)

STATISTICS

Str 16, Dex 15, Con 12, Int 14, Wis 15, Cha 13
Base Atk +6; CMB +9; CMD 22
Feats Combat Reflexes, Dodge, Improved InitiativeB, Mobility
Skills Appraise +11, Craft (any one—usually weaponsmith) +11, Fly +14, Perception +11, Ride +6, Sense Motive +11, Spellcraft +11, Stealth +6
Languages Common, one elemental language (Aquan, Auran, Ignan, or Terran), one planar language (Abyssal, Celestial, or Infernal); telepathy 100 ft.
SQ elemental endurance

SPECIAL ABILITIES

Change Size (Sp)

Twice per day, a janni can magically change a creature’s size. This works just like an enlarge person or reduce person spell (the janni chooses when using the ability), except that the ability can work on the janni. A DC 13 Fortitude save negates the effect. The save DC is Charisma-based. This is the equivalent of a 2nd-level spell.

Elemental Endurance (Ex)

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.

Variants and Examples

Amir (Noble Jann, CR 7)

A small percentage of jann are noble. They are called sheikhs or amirs, have 9 Hit Dice, Strength 19, Intelligence 18, and gain the following spell-like abilities:

A noble janni’s caster level for its spell-like abilities is 12th. Noble jann are CR 7.

Example Sheikh/Amir (CR 7)

Other Examples and Types

Cheitan Janni (CR 6)
Janni Monk 12 (CR 13)
Janni Ranger 2/Rogue 3 (CR 7)

ECOLOGY

Environment warm deserts
Organization solitary, pair, company (3–6), or band (7–12)
Treasure standard (chainmail, composite longbow [+3 Str], scimitar, other gear)

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.