Janni
Semi-magical descendants of djinni/human pairings with dark hair and skin, sporting powerful and attractive builds
Basic Fantasy Field Guide Omnibus
| Armor Class | 15 (13) |
|---|---|
| Hit Dice | 3+1 |
| Number Appearing | Wild 2d20, Lair 3d20 |
| Attacks | 1 weapon |
| Damage | 1d8+2 or by weapon +2 |
| Movement | 30' Unarmored 40' |
| Save As | Fighter: 3 |
| Morale | 8 |
| XP | 145 |
| Treasure Type | Q, R, S each; A in groups of 30+ |
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.
Special Abilities
Variants
One out of every 16 janni will be a hardened warrior. Regular janni led by a hardened warrior gain a +1 bonus to their morale.
| Hit Dice | 5+2 |
|---|---|
| Damage | +2 bonus to damage |
| XP | 360 |
In groups of 30 or more, there will be a sheikh. Janni never fail morale as long as their sheikh lives.
| Armor Class | 17 (13) |
|---|---|
| Hit Dice | 8+3 |
| Damage | +3 bonus to damage |
| XP | 875 |
A vizier is equivalent to a normal janni statistically, but has Clerical abilities at level 1d4+1.
| Armor Class | 15 (13) |
|---|---|
| Hit Dice | 3+1 |
| Damage | 1d8+2 or by weapon +2 |