demiurge1138
Inventor of Super-Toast
But wait, there's more! This is the jovoc, which I've always been fond of, even if I've never used it.
Jovoc
Small Outsider (Chaotic, Evil, Extraplanar, Tanar’ri)
Hit Dice: 4d8+19 (37 hp)
Initiative: +3
Speed: 30ft (6 squares)
Armor Class: 17 (+1 size, +3 Dex, +3 natural), touch 14, flat-footed 14
Base Attack/Grapple: +4/+1
Attack: Claw +8 melee (1d6+1)
Full Attack: 2 claws +8 melee (1d6+1) and bite +3 melee (1d4)
Space/Reach: 5ft/5ft
Special Attacks: Summon tanar’ri
Special Qualities: Darkvision 60ft, DR 5/cold iron, fast healing 5, immune to electricity and poison, resistance to acid 10, cold 10 and fire 10, retributive aura, SR 17, telepathy 100ft
Saves: Fort +8, Ref +7, Will +4
Abilities: Str 12, Dex 16, Con 18, Int 7, Wis 11, Cha 6
Skills: Hide +14, Listen +7, Move Silently +10, Search +5, Sense Motive +7, Spot +7
Feats: Toughness, Weapon Finesse
Environment: Infinite Layers of the Abyss
Organization: Solitary, pair, gang (5-8) or swarm (11-20)
Challenge Rating: 5
Treasure: Standard
Alignment: Always chaotic evil
Advancement: 5-8 HD (Small), 9-12 HD (Medium)
Level Adjustment: +5
This pitiful looking creature resembles the bloated corpse of a gnome-sized humanoid, its blackened skin cracking and peeling. Its lidless eyes stare with intense hatred, and its long arms end in three huge claws the color of blood.
Jovocs are wicked demons that exist solely to create strife. They have no existence beyond the Blood War, shaped by its cruel hand into elite fighting units. The jovoc’s ability to turn its own wounds into the wounds of its opponents is invaluable to the tanar’ri war effort.
Jovocs are found primarily in Blood War camps, where they are tormented by their superiors, who know that the jovocs can recover any wounds dealt to them. Still, many jovocs are killed by the brutality of the tanar’ri, and jovocs hate their own race as much as they do all other life. Those rare jovocs who escape the Blood War live secluded lives, alone or in small gangs, in the least hospitable reaches of the Abyss.
Combat
Jovocs are vicious fighters, slashing at anything in reach with claws and teeth. Stupid creatures, they have little regard for tactics, trusting in their retributive auras and fast healing to outlast opponents. They are clever enough, however, to attack from ambush and to retreat and heal when nearly dead. A favorite gambit of tanar’ri commanders is to place several jovocs out of reach of enemies, but still within the aura, and give them orders to attack each other. The damage each jovoc inflicts on its peers is spread via the retributive aura, and the jovocs naturally take breaks to heal so they can attack each other again.
Summon Tanar’ri (Sp): Once per day, a jovoc can attempt to summon 1-2 jovocs with a 30% chance of success. This is the equivalent of a 3rd level spell.
Retributive Aura (Su): A 30ft aura always surrounds a jovoc, giving all non-tanar’ri in the area an uncomfortable buzzing sensation until it is active. Whenever a jovoc takes damage from any source, all living non-tanar’ri within the area are inflicted with identical wounds and take an equal amount of damage. A successful Fortitude save (DC 16) halves the damage. Regardless of the source of the damage to the jovoc, damage dealt by the retributive aura is not subject to resistance, immunity, damage reduction, spell resistance or the like. The save DC is Constitution based.
Demiurge out.
Jovoc
Small Outsider (Chaotic, Evil, Extraplanar, Tanar’ri)
Hit Dice: 4d8+19 (37 hp)
Initiative: +3
Speed: 30ft (6 squares)
Armor Class: 17 (+1 size, +3 Dex, +3 natural), touch 14, flat-footed 14
Base Attack/Grapple: +4/+1
Attack: Claw +8 melee (1d6+1)
Full Attack: 2 claws +8 melee (1d6+1) and bite +3 melee (1d4)
Space/Reach: 5ft/5ft
Special Attacks: Summon tanar’ri
Special Qualities: Darkvision 60ft, DR 5/cold iron, fast healing 5, immune to electricity and poison, resistance to acid 10, cold 10 and fire 10, retributive aura, SR 17, telepathy 100ft
Saves: Fort +8, Ref +7, Will +4
Abilities: Str 12, Dex 16, Con 18, Int 7, Wis 11, Cha 6
Skills: Hide +14, Listen +7, Move Silently +10, Search +5, Sense Motive +7, Spot +7
Feats: Toughness, Weapon Finesse
Environment: Infinite Layers of the Abyss
Organization: Solitary, pair, gang (5-8) or swarm (11-20)
Challenge Rating: 5
Treasure: Standard
Alignment: Always chaotic evil
Advancement: 5-8 HD (Small), 9-12 HD (Medium)
Level Adjustment: +5
This pitiful looking creature resembles the bloated corpse of a gnome-sized humanoid, its blackened skin cracking and peeling. Its lidless eyes stare with intense hatred, and its long arms end in three huge claws the color of blood.
Jovocs are wicked demons that exist solely to create strife. They have no existence beyond the Blood War, shaped by its cruel hand into elite fighting units. The jovoc’s ability to turn its own wounds into the wounds of its opponents is invaluable to the tanar’ri war effort.
Jovocs are found primarily in Blood War camps, where they are tormented by their superiors, who know that the jovocs can recover any wounds dealt to them. Still, many jovocs are killed by the brutality of the tanar’ri, and jovocs hate their own race as much as they do all other life. Those rare jovocs who escape the Blood War live secluded lives, alone or in small gangs, in the least hospitable reaches of the Abyss.
Combat
Jovocs are vicious fighters, slashing at anything in reach with claws and teeth. Stupid creatures, they have little regard for tactics, trusting in their retributive auras and fast healing to outlast opponents. They are clever enough, however, to attack from ambush and to retreat and heal when nearly dead. A favorite gambit of tanar’ri commanders is to place several jovocs out of reach of enemies, but still within the aura, and give them orders to attack each other. The damage each jovoc inflicts on its peers is spread via the retributive aura, and the jovocs naturally take breaks to heal so they can attack each other again.
Summon Tanar’ri (Sp): Once per day, a jovoc can attempt to summon 1-2 jovocs with a 30% chance of success. This is the equivalent of a 3rd level spell.
Retributive Aura (Su): A 30ft aura always surrounds a jovoc, giving all non-tanar’ri in the area an uncomfortable buzzing sensation until it is active. Whenever a jovoc takes damage from any source, all living non-tanar’ri within the area are inflicted with identical wounds and take an equal amount of damage. A successful Fortitude save (DC 16) halves the damage. Regardless of the source of the damage to the jovoc, damage dealt by the retributive aura is not subject to resistance, immunity, damage reduction, spell resistance or the like. The save DC is Constitution based.
Demiurge out.
Last edited: