Genie, Janni

Medium Outsider (Native) — CR 4

Monster Manual v.3.5 (MM), p. 116Updated 3.5

Genie, Janni is a D&D 3.5 monster from MM, p. 116. CR 4, HD 6d8+6 (33 hp).

Hit Dice
6d8+6 (33 hp)
Initiative
+6
Speed
Land 30 ft
Armor Class
18, touch 12, flat-footed 16
Base Attack / Grapple
+6/+9
Attack
Scimitar +9 melee (1d6+4/18-20) or longbow +8 ranged (1d8+1/x3)
Full Attack
Scimitar +9/+4 melee (1d6+4/18-20) or longbow +8/+3 ranged (1d8+1/x3)
STR
16
DEX
15
CON
12
INT
14
WIS
15
CHA
13
Fort / Ref / Will
+6 / +7 / +7
Challenge Rating
4
Alignment
Usually Neutral
Organization
Solitary, company (2–4), or band (6–15)
Treasure
Standard
Environment
Deserts
Level Adjustment
+5
Caster Level
12

Special Abilities

Change SizeSpell-Like AbilitiesDarkvisionElemental EndurancePlane ShiftResistance to FireTelepathy

Feats

This creature looks like a tall human. It stands proudly, with a regal bearing that is almost palpable.

Description

Genies are humanlike beings who dwell on the elemental planes. They are famous for their strength, guile, and skill with illusion magic.

Genies sometimes use the Material Plane as a neutral ground for meeting (or fighting) others of their kind or collecting goods not readily available on their home planes.

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. They favor forlorn deserts and hidden oases, where they have both privacy and safety.

Jann speak Common, one elemental language (Aquan, Auran, Ignan, or Terran) and one alignment language (Abyssal, Celestial, or Infernal).

Combat

Genies prefer to outmaneuver and outthink their foes. They are not too proud to flee if it means they’ll live to fight another day. If trapped, they bargain, offering treasure or favors in return for their lives and freedom.

Jann are physically strong and courageous, and do not take kindly to insult or injury. If they meet a foe they cannot defeat in a stand-up fight, they use flight and invisibility to regroup and maneuver to a more advantageous position.

Plane Shift (Sp): A Janni can enter any of the elemental planes, the Astral Plane, or the Material Plane. This ability transports the Janni and up to eight other creatures, provided they all link hands with the Janni. It is otherwise similar to the spell of the same name (caster level 13th).

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.

Spell-Like Abilities: 3/day—invisibility (self only), speak with animals. Caster level 12th. Once per day a janni can create food and water (caster level 7th) and can use ethereal jaunt (caster level 12th) for 1 hour. The save DCs are Charisma-based.

Elemental Endurance (Ex): Jann can survive on the Elemental Planes of Air, Earth, Fire, or Water for up to 48 hours. 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.