demiurge1138
Inventor of Super-Toast
I don't really like the jahi. They're just not that exciting, I think. But for the purposes of completion, I coverted them to 3.5, streamlined their abilities a bit, etc. And I am fond of the flavor text I wrote for them. Hopefully there are people out there who like them better than I do.
Jahi
Tiny Undead (Incorporeal)
Hit Dice: 14d12 plus 140 (231 hp)
Initiative: +10
Speed: Fly 60ft (perfect)
Armor Class: 28 (+2 size, +6 Dex, +10 deflection), touch 28, flat-footed 22
Base Attack/Grapple: +7/-
Attack: Incorporeal touch +15 melee (1d4 plus 1d6 Charisma damage)
Full Attack: Incorporeal touch +15 melee (1d4 plus 1d6 Charisma damage)
Space/Reach: 2½ ft/2½ ft
Special Attacks: Charisma damage, dominate person
Special Qualities: Incorporeal, invest Charisma, SR 26, turn resistance +4, undead, unholy toughness
Saves: Fort +4, Ref +12, Will +14
Abilities: Str -, Dex 23, Con -, Int 18, Wis 20, Cha 30
Skills: Bluff +27, Diplomacy +31, Hide +31, Intimidate +29, Listen +22, Search +21, Sense Motive +22, Spot +22
Feats: Combat Expertise, Flyby Attack, Improved Initiative, Lightning Reflexes, Quicken Spell-like Ability (dominate person)
Environment: Any land and underground
Organization: Solitary or cult (1 plus 4-20 followers [any appropriate humanoids])
Challenge Rating: 16
Treasure: Double standard
Alignment: Usually lawful evil
Advancement: 15-28 HD (Tiny), 29-42 HD (Small)
Level Adjustment: -
A sinuous ghostly serpent appears, its three heads elongated parodies of a human face.
The undead being known as the jahi is a mystery to sages; none can truly say how it originated. Some believe they are the spirits of those whose desires for attention and love went unfulfilled; some believe the jahi to be the souls of wicked priests, and a few hold the jahi as the corrupted souls of gravecrawlers who failed to protect their wards.
No matter the origin of the jahi, they are ultimately intensely selfish and cruel creatures. They desire the worship of the living above all things, and organize cults devoted to their veneration. Wrapped around the neck of a favored cultist, they pull strings, manipulate entire cities and, if all goes as planned, corrupt countless mortals into their service. All jahi are megalomaniacs, and most hold plans to conquer entire continents, planets or planes. Of course, this makes every jahi the enemy of all other jahi, and they often dedicate cults to destroying their own kind.
A jahi is about two feet long, and speaks Common, Infernal, and at least two other languages appropriate for its area of operations.
Combat
Jahi do not like fighting; they’d rather eliminate any hope of resistance by dominating their opponents directly. If forced to fight, they bite with their incorporeal mouths, hoping to quickly reduce any enemy into a gibbering husk. A jahi feels no real attachment to their followers, and will gladly abandon them to a gruesome demise in order to escape a real threat.
Charisma Damage (Su): Any living creature hit by the incorporeal touch of a jahi must make a Fortitude save (DC 27) or take 1d6 points of Charisma damage. The save DC is Charisma based. On each such successful attack, the jahi gains 5 temporary hit points.
Dominate Person (Sp): A jahi can use dominate person, as the spell (DC 24, caster level 20th), four times per day. The save DC is Charisma based.
Invest Charisma (Su): Jahi feed on the Charisma of their own followers, and so can use their Charisma in place of a chosen follower’s. When in direct contact with a follower, the jahi can allow the follower to use the jahi’s Charisma score in place of their own for all Charisma-based skill checks and save DCs. If the contact is broken, the Charisma so invested is lost.
Unholy Toughness (Ex): A jahi receives bonus hit points equal to its Charisma bonus x its Hit Dice.
Demiurge out.
Jahi
Tiny Undead (Incorporeal)
Hit Dice: 14d12 plus 140 (231 hp)
Initiative: +10
Speed: Fly 60ft (perfect)
Armor Class: 28 (+2 size, +6 Dex, +10 deflection), touch 28, flat-footed 22
Base Attack/Grapple: +7/-
Attack: Incorporeal touch +15 melee (1d4 plus 1d6 Charisma damage)
Full Attack: Incorporeal touch +15 melee (1d4 plus 1d6 Charisma damage)
Space/Reach: 2½ ft/2½ ft
Special Attacks: Charisma damage, dominate person
Special Qualities: Incorporeal, invest Charisma, SR 26, turn resistance +4, undead, unholy toughness
Saves: Fort +4, Ref +12, Will +14
Abilities: Str -, Dex 23, Con -, Int 18, Wis 20, Cha 30
Skills: Bluff +27, Diplomacy +31, Hide +31, Intimidate +29, Listen +22, Search +21, Sense Motive +22, Spot +22
Feats: Combat Expertise, Flyby Attack, Improved Initiative, Lightning Reflexes, Quicken Spell-like Ability (dominate person)
Environment: Any land and underground
Organization: Solitary or cult (1 plus 4-20 followers [any appropriate humanoids])
Challenge Rating: 16
Treasure: Double standard
Alignment: Usually lawful evil
Advancement: 15-28 HD (Tiny), 29-42 HD (Small)
Level Adjustment: -
A sinuous ghostly serpent appears, its three heads elongated parodies of a human face.
The undead being known as the jahi is a mystery to sages; none can truly say how it originated. Some believe they are the spirits of those whose desires for attention and love went unfulfilled; some believe the jahi to be the souls of wicked priests, and a few hold the jahi as the corrupted souls of gravecrawlers who failed to protect their wards.
No matter the origin of the jahi, they are ultimately intensely selfish and cruel creatures. They desire the worship of the living above all things, and organize cults devoted to their veneration. Wrapped around the neck of a favored cultist, they pull strings, manipulate entire cities and, if all goes as planned, corrupt countless mortals into their service. All jahi are megalomaniacs, and most hold plans to conquer entire continents, planets or planes. Of course, this makes every jahi the enemy of all other jahi, and they often dedicate cults to destroying their own kind.
A jahi is about two feet long, and speaks Common, Infernal, and at least two other languages appropriate for its area of operations.
Combat
Jahi do not like fighting; they’d rather eliminate any hope of resistance by dominating their opponents directly. If forced to fight, they bite with their incorporeal mouths, hoping to quickly reduce any enemy into a gibbering husk. A jahi feels no real attachment to their followers, and will gladly abandon them to a gruesome demise in order to escape a real threat.
Charisma Damage (Su): Any living creature hit by the incorporeal touch of a jahi must make a Fortitude save (DC 27) or take 1d6 points of Charisma damage. The save DC is Charisma based. On each such successful attack, the jahi gains 5 temporary hit points.
Dominate Person (Sp): A jahi can use dominate person, as the spell (DC 24, caster level 20th), four times per day. The save DC is Charisma based.
Invest Charisma (Su): Jahi feed on the Charisma of their own followers, and so can use their Charisma in place of a chosen follower’s. When in direct contact with a follower, the jahi can allow the follower to use the jahi’s Charisma score in place of their own for all Charisma-based skill checks and save DCs. If the contact is broken, the Charisma so invested is lost.
Unholy Toughness (Ex): A jahi receives bonus hit points equal to its Charisma bonus x its Hit Dice.
Demiurge out.