Amir (Noble Jann)


Amir (Noble Jann)
CR 7

XP 3,200
N Medium
outsider (native)
Init
+6; Senses darkvision 60 ft.; Perception +15

DEFENSE

AC 20, touch 13, flat-footed 17 (+6 armor, +2 Dex, +1 dodge, +1 natural)
hp
58 (9d10+9)
Fort
+7, Ref +8, Will +7
Resist
fire 10

OFFENSE

Speed 30 ft., fly 20 ft. (perfect); 20 ft., fly 15 ft. (perfect) in chainmail
Melee
scimitar +13/+8 (1d6+6/18–20)
Ranged
composite longbow +11/+6 (1d8+4/×3)
Special Attacks
change size
Spell-Like Abilities
(CL 12th)

3/day augury , detect magic , divination, 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 19, Dex 15, Con 12, Int 18, Wis 16, Cha 13
Base Atk
+9; CMB +13; CMD 25
Feats
Combat Reflexes, Dodge, Improved InitiativeB, Iron Will, Lightning Reflexes, Mobility
Skills
Appraise +16, Craft (any one—usually weaponsmith) +16, Diplomacy +6, Fly +23, Intimidate +8, Knowledge (planes) +16, Perception +15, Ride +11, Sense Motive +15, Spellcraft +16, Stealth +14
Languages
Common, three elemental languages (Aquan, Auran, Ignan, or Terran), one planar language (Abyssal, Celestial, or Infernal); telepathy 100 ft.
SQ
elemental endurance

SPECIAL ABILITIES

Change Size (Sp)

Twice per day, a noble jann can magically change a creature’s size. This works just like an enlarge person or reduce person spell (the noble jann chooses when using the ability), except that the ability can work on the noble jann. 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)

Noble 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.


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