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Jann ShuyookhCreature 9


UncommonMediumAirEarthElementalFireGenieMetalWaterWood
Source Pathfinder Rage of Elements
Perception +18 (darkvision)
Languages Common, Muan, Petran, Pyric, Sussuran, Talican, Thalassic, Truespeech
Skills Acrobatics +17, Arcana +18, Athletics +19, Crafting +16, Deception +17, Diplomacy +19, Survival +18
Str +6, Dex +4, Con +4, Int +3, Wis +5, Cha +4

AC 27; Fort +19; Reflex +17; Will +18;
HP 155
Speed 25 feet (fly 20 feet)
Resistances Air 10, Earth 10, Fire 10, Metal 10, Water 10, Wood 10

Scimitar One Action +20 (+15, +10) to hit (forceful, magical, sweep) 2d6+12 Slashing
Fist One Action +19 (+15, +11) to hit (agile, magical, nonlethal, unarmed) 1d8+9 Bludgeoning
Composite Longbow One Action +18 (+13, +8) to hit (deadly d10, magical, propulsive, reload 0, volley 30) 2d8+9 Piercing

Constant Spells

A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires.

Commanding Presence (aura, emotion, fear, mental)

20 feet. A creature that enters the aura must succeed at a DC 26 will save or be Frightened 2 (Frightened 3 on a critical failure), and is then temporarily immune for 1 minute. A genie (with the exception of another jann) takes a –4 circumstance penalty to their save.

Elemental Resistance

The jann shuyookh's elemental resistance applies to cold, electricity, and fire damage, as well as all damage from elemental sources (including environmental damage from the elemental planes and damage from anything with the air, earth, fire, metal, water, or wood trait).

All Made One One Action

The jann shuyookh calls upon all the elements that make up their being and chooses one. They gain an additional arcane spell they can cast at will and empower their Strikes with the element, dealing an extra 1d6 damage of the listed type. These benefits last until the shuyookh uses this ability again.

Change Shape One Action (arcane, concentrate, polymorph)

The jann transforms into a Small or Medium elemental or animal. This doesn't affect the gennayn's statistics, but it could change the damage type of their Strikes.


The monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the Impersonate use of Deception. The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block.

Wanderer's Wish Three Actions

Frequency three times per year


Effect The jann instantly grants the benefits of a critical success with the wish ritual to a mortal creature. This has no cost. That creature specifies what they wish for, but the interpretation is up to the jann. A jann typically attempts to grant wishes in a way that encourages growth and exploration. A summoned jann can't use this ability.


Arcane Innate Spells (DC 28, +20 to hit)

Cantrips (5th Level): Detect Magic, Know the Way
2nd Level: Invisibility
4th Level: Read Omens
5th Level: Truespeech (Constant)
7th Level: Interplanar Teleport (At Will; To Astral Plane, Elemental Planes, or the Universe only)

All Made One Spells (DC 28, +20 to hit)

3rd Level: Fireball, Lightning Bolt, Noxious Metals, One with Stone, Wall of Thorns, Wall of Water


Regarded as the progenitors of geniekind, janns hold a position of esteem above the genies tied to specific planes. They possess an inborn ability to grant wishes, which the other branches of geniekind lack and greatly envy. Nomadic jann shuyookhs rarely hold court, preferring to gather only when the need arises to perform great deeds. Lesser janns respect and venerate these leaders for their wisdom and total dedication to preserving the honor and reputation of their people. A jann shuyookh reads portents and omens when dealing with duplicitous mortals.


Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

Air

Effects with the air trait either manipulate or conjure air. Those that manipulate air have no effect in a vacuum or an area without air. Creatures with this trait consist primarily of air or have a connection to magical air.

Earth

Effects with the earth trait either manipulate or conjure earth. Those that manipulate earth have no effect in an area without earth. Creatures with this trait consist primarily of earth or have a connection to magical earth.

Elemental

Creatures directly tied to an element and native to the elemental planes. Elementals don't need to breathe.

Fire

Effects with the fire trait deal fire damage, or either conjure or manipulate fire. Those that manipulate fire have no effect in an area without fire. Creatures with this trait consist primarily of fire or have a connection to magical fire.

Genie

The diverse families of genies hold positions of prominence on the elemental planes. They have powerful magical abilities.

Metal

Effects with the metal trait conjure or manipulate metal. Those that manipulate metal have no effect in an area without metal. Creatures with this trait consist primarily of metal or have a connection to magical metal.

Water

Effects with the water trait either manipulate or conjure water. Those that manipulate water have no effect in an area without water. Creatures with this trait consist primarily of water or have a connection to magical water.

Wood

Effects with the wood trait conjure or manipulate wood. Those that manipulate wood have no effect in an area without wood. Creatures with this trait consist primarily of wood or have a connection to magical wood.