Medium elemental, neutral
Armor Class 16 (natural armor)
Hit Points 95 (10d8 + 50)
Speed 30 ft., fly 60 ft.
18 (+4) 16 (+3) 20 (+5) 14 (+2) 14 (+2) 18 (+4)

Saving Throws Int +5 Wis +5 Cha +7
Condition Immunities See Para-elemental Nature below.
Senses Darkvision 120 ft, passive Perception 13
Languages Aquan, Auran, Ignan, Terran
Challenge 8 (3,900 XP)

Breathless. Jann have no need to breathe, though do so out of courtesy or in order to speak. They cannot drown or be victims of poisonous gas or other attacks that require breathing.

Elemental Demise. If the jann dies, their body disintegrates into its elemental parts (a puddle of ooze, a wisp of smoke, the embers of magma, or melting shards of ice), leaving behind only the equipment the jann was wearing or carrying.

Innate Spellcasting. The jann’s innate spellcasting ability is Charisma (spell save DC 16, + 8 to hit with spell attacks). They can innately cast the following spells, requiring no material components:
3/day: invisibility
2/day each: enlarge/reduce, speak with animals
1/day each: create food and water, etherealness, plane shift (Material and Elemental Planes only)

Para-elemental Nature. Jann are made of a mixture of all primordial elements but fall into one of four houses or kingdoms, each with differing abilities:
House of Ooze—Damage resistance to piercing weapons.

  • House of Smoke—Damage resistance to slashing weapons.
  • House of Magma—Immunity to fire.
  • House of Ice—Immunity to cold.


Multiattack. The jann makes two great scimitar attacks or two longbow attacks. If armed with two scimitars, they may make two scimitar attacks and one bonus scimitar attack.

Great Scimitar (Treat as Greatsword). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.

Scimitar. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage. The bonus attack, if it hits, deals only 3 (1d6) slashing damage.

Longbow. Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage.


Parry. The jann adds +3 to their AC against one melee attack that would hit them. To do so, the jann must see the attacker and be wielding a melee weapon.

This wiki is not published, endorsed, or specifically approved by Kobold Press.
Content covered under the Open Game License 1.0a