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Janni

Janni

MapTool Token

NameJanni
Sorted NameJanni
FamilyGenie
Size and TypeMedium Outsider (native)
Hit Dice Count6
Hit Dice6d10+6 (39 hp)
Random Hit Points6d10+6 - 6
Initiative+6
Speed20 ft., fly 20 ft. (perfect); 30 ft., fly 15 ft. (perfect) in chainmail
Armor Class20, touch 13, flat-footed 17 (+6 armor, +2 Dex, +1 dodge, +1 natural)
Base Attack/Grapple+6/+CMB: +9CMD: 22
Attack

scimitar +9/+4 (1d6+4/18-20)

Full Attack

composite longbow +8/+3 (1d8+3/x3)

Space/Reach5 ft./5 ft.
Special Attackschange size
Special Qualities

elemental endurance, darkvision 60 ft.;

SavesFort +6, Ref +7, Will +4
AbilitiesStr 16, Dex 15, Con 12, Int 14, Wis 15, Cha 13
Skills

Appraise +11, Craft (any one-usually weaponsmith) +11, Fly +14, Perception +11, Ride +6, Sense Motive +11, Spellcraft +11, Stealth +6

Feats

Combat Reflexes, Dodge, Improved InitiativeB, Mobility

Environmentwarm deserts
Challenge Rating4
Organization

solitary, pair, company (3-6), or band (7-12)

Treasurestandard (chainmail, composite longbow [+3 Str], scimitar, other gear)
AlignmentN
VersionPRPG-O
SourcesPathfinder RPG (Open)

Genie, Janni

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



Janni

CR 4

XP 1,200
N Medium outsider (native)
Init +6; Senses darkvision 60 ft.; Perception +11

DEFENSE

AC 20, touch 13, flat-footed 17 (+6 armor, +2 Dex, +1 dodge, +1 natural)
hp 39 (6d10+6)
Fort +6, Ref +7, Will +4
Resist fire 10

OFFENSE

Spd 20 ft., fly 20 ft. (perfect); 30 ft., fly 15 ft. (perfect) in chainmail
Melee scimitar +9/+4 (1d6+4/18-20)
Ranged composite longbow +8/+3 (1d8+3/x3)
Special Attacks change size
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)

STATISTICS

Str 16, Dex 15, Con 12, Int 14, Wis 15, Cha 13
Base Atk +6; CMB +9; CMD 22
Feats Combat Reflexes, Dodge, Improved InitiativeB, Mobility
Skills Appraise +11, Craft (any one-usually weaponsmith) +11, Fly +14, Perception +11, Ride +6, Sense Motive +11, Spellcraft +11, Stealth +6
Languages Common, one elemental language (Aquan, Auran, Ignan, or Terran), one planar language (Abyssal, Celestial, or Infernal); telepathy 100 ft.
SQ elemental endurance

ECOLOGY

Environment warm deserts
Organization solitary, pair, company (3-6), or band (7-12)
Treasure standard (chainmail, composite longbow [+3 Str], scimitar, other gear)

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 efreeti. 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.


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.

Source Copyright: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.

The Book of Experimental Might. Copyright 2008, Malhavoc Press; Author: Monte J. Cook.

Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content from TSR.

The Open content displayed above has been reproduced without permission from the copyright holder.


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Attacks: scimitar +9/+4 (1d6+4/18-20), or composite longbow +8/+3 (1d8+3/x3)

feats: COMBAT REFLEXES, DODGE, IMPROVED INITIATIVEB, MOBILITY, ,


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