Actions/Abilities/Traits: Basic Fantasy
Offense
1 bite or 1 weapon
Circumstance: Combat
1 bite or 1 weapon
Special
Expert Horseman
Prefers to fight from horseback using large two-handed scimitars and longbows in combat.
Environments
desert
Semi-magical descendants of djinni/human pairings with dark hair and skin, sporting powerful and attractive builds
Janni are the semi-magical descendants of djinni/human pairings. At a glance they appear to be normal humans with dark hair and skin, sporting powerful and attractive builds. They favor living in desert environs, where they have both the safety and privacy they crave. Half of all janni tribes are nomadic and move from oasis to oasis, herding their goats, horses, and camels. A janni is polite and charming, and enjoys the company of foreign travelers. They are also highly honorable, and do not take kindly to insult or injury. A janni speaks Common fluently.
A janni is an expert horseman and prefers to fight from horseback using large two-handed scimitars and longbows in combat. A janni will pursue its enemies over great distances and show little mercy to dishonorable combatants. Janni will sometimes ally with groups of desert-dwelling humans, and occasionally hire out as a mercenary.
Basic Fantasy Field Guide Omnibus
Actions/Abilities/Traits: Basic Fantasy
Actions/Abilities/Traits: D&D 5e
Action
Elemental Bolt
Ranged Spell Attack: +6 to hit, range ft., one target. Hit: 10 (3d6) cold, fire, lightning, or thunder (the janni's choice) damage.
Action
Multiattack
The janni makes two melee attacks. It can use Elemental Bolt in place of any melee attack.
Action
Scimitar
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) plus 3 (1d6) cold, fire, lightning, or thunder (the janni's choice) damage.
Reaction
Elemental Blood
When a creature the janni can see hits it with a melee weapon attack, the attacker must succeed on a DC 15 Dexterity saving throw or take 7 (2d6) cold, fire, lightning, or thunder (the janni's choice) damage.
Special
1/day each
conjure elemental, invisibility (self only), plane shift (self only)
Special
3/day each
continual flame, move earth, tongues, water breathing, wind walk
Special
At will
detect evil and good, detect magic
Special
Elemental Demise
If the janni dies, its body disintegrates into a mixture of elements, leaving behind only equipment the janni was wearing or carrying.
Special
Elemental Weapons
The janni's weapon attacks are magical. When the janni hits with any weapon, the weapon deals an extra 1d6 cold, fire, lightning, or thunder (the janni's choice) damage (included in the attack).
Special
Innate Spellcasting
The janni's innate spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring no material components:
Special
Wiry
The janni has advantage on Strength and Dexterity ability checks and saving throws against effects that would grapple or restrain it and on checks to escape a grapple.
Actions/Abilities/Traits: D&D 5e
Actions/Abilities/Traits: Pathfinder 2e
Ability
Arcane Innate Spells
DC 21; 7th plane shift (to Astral Plane, Elemental Planes, or Material Plane only); 2nd create food, invisibility (x3), speak with animals; 1st create water
Ability
Change Size
Frequency:
Once per day
Effect: The janni changes a creature's size. This works as a 4th-level enlarge or shrink spell but can target an unwilling creature (DC 21 Fortitude save negates).
Ability
Elemental Endurance
A janni can survive on any Elemental Plane for up to 48 hours, after which it takes 1 damage per hour until it leaves or dies.
Offense
Melee
Circumstance: combat round (melee)
scimitar +14 [+9/+4] (forceful +1, sweep), Damage 1d6+10 slashing
Offense
Ranged
Circumstance: combat round (ranged)
composite shortbow +12 [+7/+2] (deadly 1d10, propulsive, range increment 60 feet, reload 0), Damage 1d6+5 piercing
Trait
Elemental
Elementals are creatures directly tied to an element and native to the Elemental Planes. Elementals don't need to breathe.
Trait
Genie
The diverse families of genies hold positions of prominence on the Elemental Planes. They have powerful magical abilities.
Item
composite shortbow (20 arrows)
scimitar
Language
Auran
Celestial
Common
Ignan
one elemental language (Aquan
one planar language (Abyssal
or Infernal)
or Terran)
telepathy 100 feet
Perception
darkvision
Resistance
fire 5
Actions/Abilities/Traits: Pathfinder 2e