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Jann

Creature 4 — air, earth, elemental, fire, genie, metal, water, wood

WeaverSniperLANDAERIALgenieelementalplanarmulti-element

All six elements build each jann and fill them with a constant desire to travel, typically jaunting about the Universe. The eldest among geniekind, they command respect from their distant offspring. Any jann can grant wishes, not just shuyookhs—a vestige of their ancient power. Before mortal history, genies were some of the first creations of the cosmos to possess free will. Formed of elemental matter, they traversed the Universe and the six elemental planes of air, earth, fire, metal, water, a

Source: pathfinder-monster-core

Perception +11; darkvision
Languages common, muan, petran, pyric, sussuran, talican, thalassic; Truespeech
Skills acrobatics +8, arcana +10, crafting +8, deception +7, survival +11
Str
+4
Dex
+2
Con
+2
Int
+3
Wis
+3
Cha
+1
Items Composite Shortbow, Scimitar
AC 20 Fort +10 Ref +10 Will +13
HP 60
Resistances fire 5, electricity 5, cold 5, air 5, earth 5, metal 5, wood 5, water 5
Speed 25 feet, fly 15 feet

Offense

Melee Scimitar (forceful, sweep) +14, Damage 1d6+7 slashing plus All Made One
Melee Fist (agile, magical, nonlethal, unarmed) +14, Damage 1d4+7 bludgeoning plus All Made One
Ranged Composite Shortbow (deadly-d10, propulsive, reload-0) +12, range increment 60 feet, Damage 1d6+5 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 19 Will save or be Frightened 1 (Frightened 2 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 its save.
Elemental Resistance — The jann'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 calls upon all of the elements that make up their being to gain an additional arcane spell they can cast at will and empower their Strikes with the element, dealing an extra 1d4 damage of the listed type. These benefits last until the jann uses this ability again.

Air Tailwind, 1d4 electricity;

Earth Pummeling Rubble, 1d4 bludgeoning;

Fire Breathe Fire, 1d4 fire;

Metal Thunderstrike, 1d4 electricity;

Water Hydraulic Push, 1d4 bludgeoning;

Wood Summon Plant or Fungus, 1d4 piercing.
Change Shape (arcane, concentrate, polymorph) — The jann transforms into any Small or Medium animal. This doesn't affect their 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 21, attack +13
7th Interplanar Teleport (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

WORKS WELL WITH

AnvilLAND / AERIALA durable front-liner absorbs Reactive Strike exchanges so the genie keeps casting and shooting from a safe distance.
SnareLAND / AERIALA controller that pins a target turns the Frightened aura into a nearly guaranteed debuff instead of a save the target can shrug off by retreating.
CrasherLAND / AERIALA melee bruiser punishes any target that fails its Will save and flees the aura in a panic, denying it a clean retreat.

PUNISHES

✖ low Will✖ clumping✖ melee reliance
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 Monster Core.

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