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Hit Dice: 6d6+60 (78 hp)
Initiative: +6 (+2 DEX, +4 improved)
Speed: 60
Armor Class: 18 (+1 natural, +5 chainmail, +2 DEX)
Base Attack/Grapple: 0
Attack: 0
Full Attack: Large scimitar +9
Space/Reach: 5
Special Attacks: Spell-like abilities
Special Qualities: Telepathy, fire & cold resistance 30, elemental endurance
Saves: Fort +12, Ref +7, Will +7
Abilities: Str 22, Dex 15, Con 30, Int 14, Wis 15, Cha 20
Skills: Appraise +16*, concentration +24*, craft (any 2) +11*, escape artist +8, listen +16*, move silently +16*, ride +11*, sense motive +16*, spot +16*
Feats: Combat reflexes, improved initiative, endurance, run
Environment: Any land (Prime Material)
Organization: Solitary, company (1d4), or band (1d10+5)
Challenge Rating: 4
Treasure: Standard
Alignment: True Neutral
Advancement: By character class
Level Adjustment: 0
The Jann are the weakest variety of genies, composed of all 4 elements and therefore they must spend most of their time on the Prime Material Plane. I've just decided that these rules make more sense applied to the jann, so I've put them up here for you. Jann speak Common, Genie and any 2 others from the list given in the monstrous manual. CombatAll genies have the ability to cast change self, polymorph self, enlarge, reduce or plane shift at will.In addition, Jann can also use invisibility, speak with animals, speak with plants, as well as (3/day) move earth, create water, solid fog and burning hands.Habitat/SocietyMany jann bands are nomadic, travelling with herds of animals relative to their climate. They can live anywhere, but are most common in desert oases where they have both privacy and safety. Unlike the other kinds of genies, they have no official overbearing government and are ultimately free to themselves.0EcologyJann can survive indefinitely without food, but usually eat because they enjoy it. They need a steady supply of air to breathe, warmth, water to drink and ground to walk on and contribute basically nothing to the general ecology.
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