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Janni

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This regal figure looks like a tall, well-proportioned human, save that its eyes sparkle with strange light.

The jann (singular janni) are the weakest of the genies. Jann are formed out of all four elements and must therefore spend most of their time on the Material Plane. Some lore even casts the janni as the most “human” of the genie races, although most jann are quick to correct this insult, usually with the edge of a sword. A janni is human-sized, standing about 6 feet tall and weighing about 180 pounds.

Jann are physically strong and courageous, and do not take kindly to insult or injury. Most are quite prone to seeing insult even when none is intended by the speaker. If overwhelmed in battle, they escape using flight and Invisibility, returning later with reinforcements.

Jann enjoy their privacy, preferring the solitude of the deep desert and isolated oases. They are usually suspicious of humans, but are often willing to give them the benefit of the doubt. Jann have a strong cultural tradition of hospitality, and will never turn away someone in need of food, water, or shelter, though they might expect payment in the form of a favor at some later date.

Among the other genie races, jann generally have good relations with both djinn and shaitans. While not actively enemies, jann dislike the proud and aloof marids. Jann have a distinct aversion to the efreet, who often try to enslave them or conscript them into their armies.

A small percentage of jann are noble. Noble jann, often called sheikhs or amirs, have 9 Hit Dice, Strength 19, and Intelligence 18, and gain the following spell-like abilities: 3/day—Augury, Detect Magic, and Divination. A noble janni's Caster Level for its Spell-Like Abilities is 12th. Noble jann are CR 7.

Special Abilities

Change Size (Sp) Twice per day, a janni can magically change a creature's size. This works just like an Enlarge Person Or Reduce Person Spell (the janni chooses when using the ability), except that the ability can work on the janni. A DC 13 Fortitude save negates the effect. The save DC is Charisma-based. This is the equivalent of a 2nd-level spell.

Elemental Endurance (Ex) Jann can remain on the Planes of Air, Earth, Fire, or Water for up to 48 hours at a time. Failure to return to the Material Plane before that time expires causes a janni to take 1 point of Damage per additional hour spent on the Elemental plane, until it dies or returns to the Material Plane.

Attributes

AC
20, Touch 13, Flat-footed 17 (+6 Armor, +2 Dex, +1 Dodge, +1 Natural)
Alignment
N
Base Atk
+6
CMB
+9
CMD
22
CR
CR 4
Cha
13
Con
12
Creature Type
Outsider (Native)
Dex
15
Environment
Warm Deserts
Feats
Combat Reflexes , Dodge , Improved Initiative B , Mobility
Fort
+6
HP
39 (6d10+6)
Init
N Medium Outsider ( Native ) +6
Int
14
Languages
Common, One Elemental Language (Aquan, Auran, Ignan, Or Terran), One Planar Language (Abyssal, Celestial, Or Infernal); Telepathy 100 Ft.
Melee
Scimitar +9/+4 (1d6+4/18-20)
Organization
Solitary, Pair, Company (36), Or Band (712)
Ranged
Composite Longbow +8/+3 (1d8+3/x3)
Ref
+7
Resist
Fire 10
SQ
Elemental Endurance
Senses
Darkvision 60 Ft.; Perception +11
Size
Medium
Skills
Appraise +11, Craft (Any One—usually Weaponsmith) +11, Fly +14, Perception +11, Ride +6, Sense Motive +11, Spellcraft +11, Stealth +6
Special Attacks
Change Size
Speed
30 Ft., Fly 20 Ft. (Perfect); 20 Ft., Fly 15 Ft. (Perfect) In Chainmail
Spell-Like Abilities
(Cl 8th) 3/day— Invisibility (Self Only) , Plane Shift (Willing Targets To Elemental Planes, Astral Plane, Or Material Plane Only), Speak With Animals 1/day— Create Food And Water , Ethereal Jaunt (For 1 Hour)
Str
16
Treasure
Standard (Chainmail, Composite Longbow [+3 Str], Scimitar, Other Gear)
Will
+4
Wis
15
XP
1,200
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