Jann

Level 4
Creature· airMediumRemaster
AC
20
HP
60
Speed
25 ft.
Perception
+11
Fort
+10
Ref
+10
Will
+13
Resistances fire 5, electricity 5, cold 5, air 5, earth 5, metal 5, wood 5, water 5
Languages common, muan, petran, pyric, sussuran, talican, thalassic
Senses darkvision
Skills survival +11, arcana +10, acrobatics +8, crafting +8, deception +7
Other Speeds fly 15 ft.
Recall Knowledge DC 19 (nature)

Attacks

Melee Scimitar +14 (forceful, sweep), Damage 1d6+7 slashing
Melee Fist +14 (agile, magical, nonlethal, unarmed), Damage 1d4+7 bludgeoning
Melee Composite Shortbow +12 (deadly-d10, propulsive, reload 0 ft.), Damage 1d6+5 piercing

Abilities

Constant Spellsinteraction
Commanding Presence

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 F
Change Shape

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.


Wanderer's Wish◆◆◆

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.

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, and wood. The genies who remained on each elemental plane found their matter replaced with those elements. Genies of metal and wood appear in Pathfinder Rage of Elements .

Genie Shuyookhs

Older, wiser, and more powerful genies possess greater power and are revered with the title of shuyookh (typically adjusted to "sheikha" if the genie is female or "sheikh" for a male). Generally at least 5 levels higher than a typical example of their kind, a shuyookh gains additional spells. The basics of shuyookhs appear here in sidebars and are detailed further in Rage of Elements .

The most wondrous of their powers is their ability to grant wishes three times per year. This is not an innate ability but a ritual practice passed down over time in an attempt to replicate the wish-granting abilities of janns.