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Jann

Medium Elemental, Neutral

Alternate Versions

Size

Hero Forge: 9 ft. (XXL)
Lore: Medium (6-7 ft.)
Suggested: Medium to Large

Other Monikers

Janni, Desert Genie

Abilities

- Powerful Innate Spellcasting
- Resistant to Fire
- Immune to desert heat and environmental effects
- Telepathy
- Flight

Appearance

Jann resemble powerfully built humans or half-elves. Members of both sexes are usually quite attractive. The average janni stands between six and seven feet (180 to 210 centimeters) tall. Their skin is the color of golden sand or earth, allowing them to mingle unnoticed among the dark-skinned Zakharans, and they are often mistaken for the humans they resemble. Their eye color varies greatly, but always hold a supernatural intensity.

Home Plane

Prime Material Plane

Stat Block

5th Edition:

- Angry Golem Games (homebrew)

3.5e:

- d20srd.org

2nd Edition:

- mojobob's website


Description

(From 3.5e Monster Manual - 2003):


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 society is very open, treating males and females as equals. Each tribe is ruled by a sheik and one or two viziers. Exceptionally powerful sheiks are given the title of amir, and in times of need they gather and command large forces of jann (and sometimes allied humans). 


Many jann bands are nomadic, traveling with herds of camels, goats, or sheep from oasis to oasis. These itinerant jann are often mistaken for humans—until they are attacked. The territory of a jann tribe can extend for hundreds of miles. 


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


Combat: 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 standup fight, they use flight and invisibility to regroup and maneuver to a more advantageous position. 


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. 


Jann as Characters: Janni characters possess the following racial traits. 


— +6 Strength, +4 Dexterity, +2 Constitution, +4 Intelligence, +4 Wisdom, +2 Charisma. 

—Medium size. 

—A janni’s base land speed is 30 feet. It also has a fly speed of 20 feet (perfect). 

—Darkvision out to 60 feet. 

—Racial Hit Dice: A janni begins with six levels of outsider, which provide 6d8 Hit Dice, a base attack bonus of +6, and base saving throw bonuses of Fort +5, Ref +5, and Will +5. 

—Racial Skills: A janni’s outsider levels give it skill points equal to 9 × (8 + Int modifier). Its class skills are Appraise, Concentration, Craft (any), Escape Artist, Listen, Move Silently, Ride, Sense Motive, and Spot. 

—Racial Feats: A janni’s outsider levels give it three feats. A janni receives Improved Initiative as a bonus feat. 

— +1 natural armor bonus. 

—Special Attacks (see above): Change size, spell-like abilities. 

—Special Qualities (see above): Elemental endurance, plane shift, resistance to fire 10, telepathy. 100 ft. 

—Automatic Languages: Common. Bonus Languages: Abyssal, Aquan, Auran, Celestial, Ignan, Infernal, Terran. 

—Favored Class: Rogue. —Level adjustment +5.





(From 2nd Edition AD&D Monstrous Manual - 1991):


The jann are the weakest of the elemental humanoids known collectively as genies. Jann are formed out of all four elements and must therefore spend most of their time on the Prime Material plane. In addition to speaking Common and all the languages of genies, jann can speak with animals.


Jann favor forlorn deserts and hidden oases, where they have both privacy and safety. Jann society is very open, and males and females are regarded as equals. A tribe is made up of 1d20+10 individuals and is ruled by a sheik and one or two viziers. Exceptionally powerful sheiks are given the title of amir, and in times of need they gather and command large forces of jann (and sometimes allied humans).


Many jann tribes are nomadic, traveling with flocks of camels, goats, or sheep from oasis to oasis. These itinerant jann appear human in every respect, and are often mistaken for them, unless they are attacked. Jann are strong and courageous, and they do not take kindly to insult or injury. The territory of a jann tribe can extend hundreds of miles in any direction.


While traveling, male jann live in large, colorful tents with their wives and married male children, and their families. Married daughters move away to live with their new husbands. When a family eventually grows large enough that it can no longer reside comfortably in the tent, a new tent is built, and a son takes his wife and family with him to this new dwelling. At permanent oases, the jann live not only in tents, but also in elegantly styled structures built from materials brought from any of the elemental planes.


Jann are able to dwell in air, earth, fire, or water environments for up to 48 hours. This includes the elemental planes, to which any janni can travel, even taking up to six individuals along if those others hold hands in a circle with the janni. Failure to return to the Prime Material plane within 48 hours inflicts 1 point of damage per additional hour on the jann, until the jann dies or returns to the Prime Material plane. Travel to another elemental plane is possible, without damage, providing at least two days are spent on the Prime Material plane immediately prior to the travel.


Jann are suspicious of humans, dislike demihumans, and detest humanoids. Jann accept djinn, but shun dao, efreet, and marids. They sometimes befriend humans or work with them for a desired reward, like potent magical items.


One ethic the jann share with other nomads is the cultural demand for treating guests with honor and respect. Innocent visitors (including humans) are treated hospitably during their stay, but some day might be expected to return the favor.


Jann Leaders: Jann leaders have 17-18 Intelligence, and 10% have 19 Strength. Sheiks have up to 8 Hit Dice, amirs up to 9. Viziers have 17-20 Intelligence and the following magical powers, each usable three times per day at 12th-level spellcasting ability: augury, detect magic, and divination.



Combat: Jann often wear chain mail armor (60% chance), giving them an effective AC of 2. They typically use great scimitars which inflict 2d8 damage to small and medium creatures, and 4d4 points of damage to larger opponents. They also use composite long bows.


Jann can use one the following magical powers each round: enlarge or reduce, twice each per day; invisibility three times per day; create food and water once per day as a 7th-level priest; and etherealness (as the armor) once per day for a maximum of one hour. Jann perform at 12th-level ability, except as noted.

Sources

- Forgotten Realms Wiki

- Dungeon Dad (youtube)

- AJ Pickett (youtube)

- 3.5e Monster Manual (2003)

- 2nd Edition Monstrous Compendium Al-Qadim Appendix (1992)

- 2nd Edition Monstrous Manual  (1991)

- mojobob's website

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