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Janni Rogue 6

This janni takes many forms, ranging from a traveling priest to a humble scholar to a gnoll acolyte.

CR 7

XP 3,200
Male janni rogue 6
NE Medium outsider (native)
Init +9; Senses darkvision 60 ft.; Perception +17


AC 22, touch 16, flat-footed 22 (+5 armor, +1 deflection, +5 Dex, +1 natural)
hp 93 (6d10+5d8+8 1st+ 6 favored class+24)
Fort +9, Ref +18, Will +6
Defensive Abilities evasion, trap sense +2, uncanny dodge; Resist fire 10


Speed 30 ft., fly 20 ft. (perfect)
Melee +1 fire outsider bane frost scimitar +14/+9 (1d6+3/18-20 plus 1d6 cold) OR vs outsiders +1 outsider-bane frost scimitar +16/+11 (1d6+5/18-20 plus 2d6 plus 1d6 cold)
Ranged dagger +15 (1d4+2/19-20)
Special Attacks change size (DC 15), sneak attack +3d6
Spell-Like Abilities (CL 12th; concentration +15)

3/day--invisibility (self only), plane shift (willing targets to elemental planes, astral plane, or material planes only), speak with animals
1/day--create food and water, ethereal jaunt (1 hour)

Tactics He always has several escape plans and does not fight to the death. His preferred forms of escape make full use of his spell-like abilities.


Str 14, Dex 20, Con 15, Int 16, Wis 14, Cha 17
Base Atk +10; CMB +12 (+14 to Disarm); CMD 28 (30 vs disarm)
Feats Combat Expertise, Combat Reflexes, Improved Disarm, Improved Feint, Improved Initiative, Lightning Reflexes
Skills Acrobatics +19, Appraise +18, Bluff +18, Craft (gemcutting) +18, Disguise +18, Escape Artist +13, Fly +28, Perception +17, Ride +13, Sense Motive +17, Stealth +19
Languages Common, Infernal, Terran
SQ bleeding attack, elemental endurance, fast stealth, trapfinding, weapon training (scimitar)
Gear +1 chain shirt, +1 fire outsider bane frost scimitar, 4 daggers, hat of disguise, ring of protection +1


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 janni. A DC 15 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.