Janni

Large elemental, neutral

Armor Class 15 (leather armor)
Hit Points 136 (16d10 + 48)
Speed 30 ft., fly 20 ft.

STR DEX CON INT WIS CHA
15 (+2) 18 (+4) 17 (+3) 13 (+1) 12 (+1) 16 (+3)

Saving Throws Strength +5, Charisma +6
Skills Acrobatics +7, Perception +4, Persuasion +6
Damage Resistances acid, cold, fire, lightning, thunder
Senses darkvision 60 ft., passive Perception 14
Languages Common, Primordial
Challenge 7 (2,900 XP)

Special Traits

  • Elemental Demise. If the janni dies, its body disintegrates into a mixture of elements, leaving behind only equipment the janni was wearing or carrying.
  • 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).
  • 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:
  • 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

  • Multiattack. The janni makes two melee attacks. It can use Elemental Bolt in place of any melee attack.
  • 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.
  • 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.

Reactions

  • 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.
Section 15: Copyright Notice

City of Brass ©2018 Frog God Games; Authors: Casey Christofferson and Scott Greene