Skeleton, Janni

Family: Skeletons

Large undead, lawful evil

Armor Class 14
Hit Points 93 (11d10 + 33)
Speed 30 ft., fly 20 ft.

15 (+2) 18 (+4) 17 (+3) 6 (-2) 8 (-1) 5 (-3)

Saving Throws Wisdom +2
Skills Perception +2
Damage Vulnerabilities bludgeoning Damage Resistances acid, cold, fire, lightning, thunder
Damage Immunities poison
Condition Immunities exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 12
Languages understands all languages in knew in life but can’t speak
Challenge 5 (1,800 XP)

Special Traits

  • Elemental Instability. The process that creates a janni skeleton captures the creature’s essence but leaves its body an unstable amalgam of the elements. At the start of each of the janni skeleton’s turns, roll 1d4. The janni skeleton’s element that turn is either cold (1), fire (2), lightning (3), or thunder (4), depending on the result of the roll.
  • Undead Nature. The janni skeleton doesn’t require air, food, drink, or sleep.


  • Multiattack. The janni skeleton makes two Elemental Claws attacks.
  • Elemental Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (3d6) damage of the janni skeleton’s element type.
  • Elemental Explosion (recharge 5-6). The elemental material holding the janni’s spirit in a skeletal form temporarily ruptures, sending out splinters of elemental bone. Each creature within 15 feet of the janni skeleton must make a DC 15 Dexterity saving throw, taking 9 (2d8) piercing damage and 14 (4d6) damage of the janni skeleton’s element type on a failed save, or half as much damage on a successful one. The janni skeleton then disappears. It reforms at the start of its next turn in a space within 15 feet of where it exploded with 3 (1d6) fewer hit points.
Section 15: Copyright Notice

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