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Jann Shuyookh

Creature 9 (uncommon) — air, earth, elemental, fire, genie, metal, water, wood

Pre-Remaster content. May include legacy alignment.

WeaverCrasherLANDAERIALelementalgenieairearthfirewatermetalwood

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 read

Source: rage-of-elements-bestiary (Pre-Remaster)

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
Items Scimitar, Composite Longbow
AC 27 Fort +19 Ref +17 Will +18
HP 155
Resistances air 10, earth 10, fire 10, metal 10, water 10, wood 10
Speed 25 feet, fly 20 feet

Offense

Melee Scimitar (forceful, magical, sweep) +20, Damage 2d6+12 slashing plus All Made One
Melee Fist (agile, magical, nonlethal, unarmed) +19, Damage 1d8+9 bludgeoning plus All Made One
Ranged Composite Longbow (deadly-d10, magical, propulsive, reload-0, volley-30) +18, range increment 100 feet, Damage 2d8+9 piercing plus All Made One

Abilities

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 — 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.

Air: Lightning Bolt, 1d6 electricity;

Earth: One with Stone, 1d6 bludgeoning;

Fire: Fireball, 1d6 fire;

Metal: Noxious Metals, 1d6 electricity;

Water: Wall of Water, 1d6 bludgeoning;

Wood: Wall of Thorns, 1d6 piercing.
Change Shape (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 WishFrequency 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, attack +20
7th Interplanar Teleport (At Will; To Astral Plane, Elemental Planes, or the Universe only)
5th Truespeech (Constant)
4th Read Omens
2nd Invisibility (×2)
Cantrips (7th) Detect Magic, Know the Way
Arcane Innate Spells DC 28, attack +20
3rd Fireball, Lightning Bolt, Noxious Metals, One with Stone, Wall of Thorns, Wall of Water

WORKS WELL WITH

AnvilLAND / AERIALA front-line body holds melee attention so this elemental spellcaster can freely swap elements and cast from a safer position.
SniperLAND / AERIALA ranged striker exploits the positioning pressure created by the fear aura without needing to close distance.
FlankerLAND / AERIALA mobile skirmisher can capitalize on targets that flee the Frightened aura, catching them as they scatter.

PUNISHES

✖ clumping✖ low Will✖ melee turtling
Works well with · Punishes · Pairing advice Unlock with Tactics

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Stat block data sourced from the Foundry VTT PF2E system under the Apache License 2.0. Source book: Pathfinder Rage of Elements.

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