Monsters / Genie, Janni

Genie, Janni

CR 4 - 1,200 XP - N Medium Outsider

Stat block

AC20 (touch 13, flat-footed 17)HP39 (6d10+6)SavesFort +6, Ref +7, Will +4Meleescimitar +9/+4 (1d6+4/18-20) Ranged composite longbow +8/+3 (1d8+3/x3) Special Attacks change sizeSpeed30 ft., fly 20 ft. (perfect); 20 ft., fly 15 ft. (perfect) in chainmailAbilitiesStr 16, Dex 15, Con 12, Int 14, Wis 15, Cha 13BAB / CMB / CMD+6 / +9 / 22Sensesdarkvision 60 ft.; Perception +11Environmentwarm deserts
resist fire 10

Combat brain - every behavior cites its line (3 rules)

Built only from this entry: stat-block special attacks, the printed Int score, the creature type, its feats and senses, and the behavioral prose of its own description. Nothing invented - an uncited behavior is a test failure.

aoo-coverage (from feats)
feats: Combat Reflexes - movement through its reach is punished
strikes-first (from feats)
feats: Improved Initiative - it moves before you do
night-hunter (from senses)
senses: darkvision 60 ft.; Perception +11 - hunts where prey is blind

From the entry

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. 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. 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 ...