Jann can survive the inherent hazards of an elemental plane for up to 48 hours, before they begin to wither away due to the imbalance of elemental forces. After residing on an elemental plane for 48 hours, the janni can no longer regain hit points, and the janni's hit point maximum decreases by 1 every hour.

Ghost

The 3.5e Monster Manual presents a more open-ended interpreation of the ghost. Instead of a catch-all statblock, the ghost might have any of a number of special attacks from a sort of master list.

A ghost might not have the Withering Touch, Horrifying Visage, or Possession action options, and might have any of the following attack options:

Draining Touch. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 10 (2d6 + 3) necrotic damage, and one of the target's ability scores (the ghost's choice) is reduced by 1d4. The target dies if this reduces any of their ability scores to 0. Otherwise, the reduction lasts until the target finishes a short or long rest.

Frightful Moan. The ghost emits a frightful moan. Each non-undead creature within 30 feet of the ghost must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. A frightened target must take the Dash action and move away from the ghost by the safest available route on each of its turns. A frightened target can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to the ghost's Frightful Moan for the next 24 hours.

Telekinetic Thrust. The ghost targets a creature or unattended objcet within 30 feet of it. A creature must be Medium or smaller to be affected by this magic, and an object can weigh up to 150 pounds.

If the target is a creature, the ghost makes a Charisma check contested by the target's Strength check. If the ghost wins the contest, the ghost hurls the target up to 30 feet in any direction, including upward. If the target then comes into contact with a hard surface or heavy object, the target takes 1d6 damage per 10 feet moved.

If the target is an object that isn't being worn or carried, the ghost hurls it up to 30 feet in any direction. The ghost can use the object as a ranged weapon, attacking one creature along the object's path (+5 to hit) and dealing 8 (2d4 + 3) bludgeoning damage on a hit.

A ghost may also have one or more of the following traits, which might affect the ghost's challenge rating:

Corrupting Gaze. If a creature starts its turn within 30 feet of the ghost and the two of them can see each other, the ghost can force the creature to make a DC 13 Constitution saving throw if the ghost isn't incapacitated. The creature takes 11 (2d10) necrotic damage on a failed save.

A creature that isn't surprised can avert its eyes to avoid the saving throw at the start of its turn. If it does so, it can't see the ghost until the start of its next turn, when it can avert its eyes again. If it looks at the ghost in the meantime, it must immediately make the save.

Spectral Deflection. The AC of the ghost includes its Charisma bonus.