JANN

FREQUENCY: Very rare ([Temperate Civilized Desert])
FREQUENCY: Very rare ([Tropical Wilderness Desert])
FREQUENCY: Very rare ([Dungeon Level VI])
FREQUENCY: Common ([Ethereal Plane])

NO. APPEARING: 1-2 (10% 1-8)
ARMOR CLASS: 5 (plus possible armor)
MOVE: 12" / 30" (MC: A)
HIT DICE: 6+2
% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: 1
DAMAGE/ATTACK: By weapon type + strength bonus
SPECIAL ATTACKS: [SB]
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: 20%
INTELLIGENCE: Very to exceptional
ALIGNMENT: Neutral (good)
SIZE: M (6'-7' tall)
LEVEL/X.P. VALUE: VI | 975 + 8

The race of the jannee is the weakest of the elemental humanoids (cf.,
[dao], [djinni], [efreeti], [marid]) collectively known as genies, because a jann
is formed out of all 4 of the elements and must therefore spend most of his or her time on the [Prime Material Plane].

Jannee often (60%) wear chainmail armor which gives them an effective AC of 2.
They typically use large scimitars (equal to bastard swords) and composite longbows.
Male janee have strength ranging from 18/01 to 18/00 and females from 17 (roll of 01-50) to 18/50 (roll of 51-00).

In addition to the ability to fly, jannee have the following spell-like
powers which they can employ at will, 1 at time, 1 per melee round:
    growth/reduction twice <(x2)> each per day,
    invisibility 3 times per day,
    [create food and water] once <(1)> per day as a 7th-level cleric,
    and etherealness once <(1)> per day for a maximum of 1 hour.
Janee perform at 12th level ability, except as noted.
<s>

Janee are able to dwell in air, earth, fire, or water enviromnments for up to 48 hours.
This includes the elemental planes, to which any jann can travel, even taking up to 6 individuals along if those persons hold hands in a circle with it.
Failure to return to the [Prime Material Plane] inflicts 1 point of damage per hour on the jann,
    until a return to that plane occurs or until death.
Travel to other elemental planes is possible,
    sans damage,
    providing at least 2 days were spent on the Prime Material Plane immediately prior to the travel.
<sans>
<the last sentence is unclear: "Travel to other elemental planes is possible.">
<etherealness might explain this: etherealness allows travel to all the Inner Planes>

Janee tend to be suspicious of humans.
They do not like demihumans,
and detest humanoids.
Janee will accept djinn,
but shun daos, efreet, and marids.
<s>
<N = humans>
<A = demihumans>
<H = humanoids>
<T = djinn>
<A = daos, efreet, and marids>
<remember to apply the -1 to -8% modifier for suspicion: DMG.100/102>

They will sometimes befriend humans or work with them for some desired reward such as potent magic items.

The society of janee is very open, and males and females are regarded as equals.
A group of 11-30 individuals typically makes up a tribe ruled by a sheik and 1-2 viziers.
Exceptionally powerful sheiks are given the title of amir,
and in time of need they gather and command large forces of jannee (and allied humans at times).
Jannee leaders have genius intelligence, higher hit dice (up to 8+4 for sheiks, 9+5 for amirs) and greater strength (19 possible 10% of the time).
<corrected typo>
<s>

Viziers have intelligence of genius to supra-genius and the following spell-like powers:
    [augury],
    [detect magic],
    and [divination],
3 times per day each at 12th level ability.
<s>

In addition to speaking the Common tongue and the various languages of geniekind,
jannee are able to [speak with animals].



<
Notes:
jannee travel invisibly. if they surprise the party, there will be no encounter.

TALK= trade (SHOP event)
+TALK= create food & water, invisibility, travel to elemental planes (augury, detect magic, divination)
++TALK= befriendment

befriendment could be
    a. create food & water, travel to elemental planes, +1 or +2
    1. the same band of jann if they are met again on the random encounter table (REST event)
    2. if a group of 11-30, and it is placed in a square, then there is a permanent REST event at that square


SHEIK
HIT DICE: 8+4
INTELLIGENCE: Genius
1 in 10 sheiks has 19 strength.

VIZIER
HIT DICE: 7+3
INTELLIGENCE: 18 (d1-2) or 19 (3-4) or 20 (d5-6)
1 in 10 viziers has 19 strength.

AMIR
HIT DICE: 9+5
INTELLIGENCE: Genius
1 in 10 amirs has 19 strength.


BATTLESYSTEM stats for a large force should be given.

>


Jann && Efreeti