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J'UDGERII Medium-size Monstrous Humanoid Hit Dice: 4d8+9 (38 hp) Initiative: -1 Dex Speed: 20 ft*. AC: 12 (-1 Dex, +4 Natural) Attacks: 2 Talons +4 melee, Spiked Chain +2 melee, Dagger +8 melee Damage: Talon 1d6+2, Spiked Chain 2d4+8, Dagger 1d4+2 Special Attacks: Spell-like Abilities, Depressive Aura Special Qualities: Acid Immunity, Blood Madness, Inability to exist in sunlight, Blindsight Saves: Fort +9, Ref +1*, Will +5 Abilities: Str 17, Dex 9*, Con 29, Int 10, Wis 12, Cha 11 Skills: Hide +12, Intimidate +15, Intuit Direction +8, Move Silently +5, Sense Motive +10 Feats: Endurance, Skill Focus (Hide), Toughness __________________________________________________ Climate/terrain: Any land or underground Organization: Solitary or covey (2-4) Challenge Rating: 9 Treasure: Standard Alignment: Always neutral evil Advancement: By character class
J'udgerii are mannifestations of accidie and sorrow. They are vile and corrupted beings with flayed minds and shattered personalitys. Being totally and randomly scizophrenic in the most violent manner. They lurk in the shadows of old abandoned places where no natural animal will ever enter so they can brood and wallow in their reasonless self-pity. They are a tall and brooding figures of most horrifying form. Having no face and wearing robes stiched togethor from pale anomalous flesh, they are awash in filth and offal whose origins are best unknown. Out of their chest and belly protrude two dirt-encrusted claws. They speak their own language composed of chilling scraping and clanging noises, how any being can produce such vile sounds is a mystery.
J'udgerii Combat They are normally lethargic and uncaring creatures. They will not touch an adventurer if he or she hasn't done anything towards them, they will just often limp by producing disturbing sounds. However if they are attacked they will defend them-selfs, and if they cacth a smell of blood, they enter into a unstoppable frenzy. Blindsight (Ex): J'udgerii have no visual organs, but can ascertain all foes within 30 ft. using sound, scent and vibration. Depressive Aura (Sp): Any living thing that enters within 30 ft. of a J'udgerii must make a will save (DC 20) or suffer a -8 morale penalty. The J'udgerii's aura cannot affect a creature who has already made the will save for another day. Inability to exist in sunlight (Su): J'udgerii can only exist in the darkness and shadows. Each round of exposure to sunlight deals 1 point of damage to the creature. Blood Madness (Ex): If a J'udgerii manages to successfully attack and damage an opponent with any of it's attack methods must make a will save (DC 30) or become frenzied. It gains the base speed of 80 ft., a reflex save of +12 and the dexterity score of 20 for 5 rounds. Note that if it injures anyone whilst in state it doesn't take the will save or gain bonuses until the current blood madness is over. Spell-like Abilities (Sp): 3/day- deeper darkness, dispel magic, enervation and evards black tentacles. These spells are as cast by a 5th level wizard.
J'udgerii Society J'udgerii barely have a society to be classed as a race. However to many know how they lurk in dark abandoned corners of the world in their relentless self-hatred and ravenous scizophrenia. On very rare ocassion's, J'udgerii gang up into small groups that pursue unknown but obviously dark motives. Like this they are the most dangerous, for they raise the dead but distort them with their foul imaginations and lovecraftian thoughts. This is when they are most happy, creating lesser kinds of themselves in unliving form.
J'udgerii Characters J'udgerii's favored class is Necromancer. Some ocassionaly become evil clerics and can take the following domains: Death, Destruction or Evil.
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