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Dragon #141 - Dragon's Bestiary - "Nonhuman creatures -- with human form"
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<blockquote data-quote="BOZ" data-source="post: 241684" data-attributes="member: 1241"><p><strong>JOR</strong></p><p></p><p><strong>JOR</strong></p><p>Medium-Size Humanoid (Orc)</p><p>Hit Dice: 2d8+4 (13 hp)</p><p>Initiative: +0</p><p>Speed: 20 ft (scale mail); base 30 ft</p><p>AC: 15 (+4 scale mail, +1 small shield)</p><p>Attacks: Scimitar +4 melee; or crossbow +1 ranged</p><p>Damage: Scimitar 1d6+3 and sleep; or crossbow 1d8 and sleep</p><p>Face/Reach: 5 ft by 5 ft/5 ft</p><p>Special Attacks: Sleep, assassin abilities</p><p>Special Qualities: Darkvision 60 ft, light sensitivity</p><p>Saves: Fort +5, Ref +0, Will +0</p><p>Abilities: Str 16, Dex 10, Con 14, Int 10, Wis 11, Cha 9</p><p>Skills: Hide +2, Listen +5, Spot +5</p><p>Feats: Alertness</p><p></p><p>Climate/Terrain: Any marsh</p><p>Organization: Gang (3-12), squad (11-20 plus 2 3rd-level sergeants and 1 3rd-level leader), band (30-60 plus 1d4 3rd-level bodyguards plus 1 3rd-level subcheif plus 1 4th-level master jor), or tribe (20-200 plus 100% females and 150% noncombatant young plus 4d4 3rd-level bodyguards and 12-15 3rd-level leaders and 2 3rd-level subcheifs and 1d6 4th-level master jors and 1 4th-level chief)</p><p>Challenge Rating: 2</p><p>Treasure: Standard</p><p>Alignment: Usually chaotic evil</p><p>Advancement: By character class</p><p></p><p>The jors are a powerful and cunning breed of orcs that live in swamps. From childhood, they are trained for assassination, and share some of the abilities of assassins. Their mindset and society of these humanoids, also known as swamp orcs, is very similar to that of the more common type of orc. Jors look very similar to orcs, but have a greenish blue tinge to their skin. Rumors suggest that jors have formed their own assassin’s guild, meant to destroy the more numerous humanoid races over time. Jors and lizardfolk are great rivals for the territory of the swamp, with a mutual hatred that often causes them to attack each other on sight.</p><p></p><p>COMBAT</p><p>Jors are capable of fighting as well as any orc, but use their assassin skills whenever possible. Their preferred weapons are the scimitar and crossbow coated in a special sleep poison, but they also commonly carry bastard swords, battleaxes, spears, and flails. Like orcs, jors have sunlight and only come out of their lairs after sunset.</p><p> Sleep (Ex): Jors coat their weapons in a poison that causes the victim to fall asleep for 2d6 rounds if they fail a Fortitude save (DC 14). This poison only works once per application, and must be applied to the weapon again to be reused.</p><p> Assassin Abilities (Ex): Jors are trained as assassins (see DMG), and have the abilities of sneak attack, death attack, poison use, and saving throw bonus vs. poison (though not uncanny dodge) as if they were 2nd-level assassins. Jor sergeants, leaders, and subcheifs have these abilities as if they were 4th-level assassins, and master jors and chiefs have these abilities as 6th-level assassins.</p><p> Light Sensitivity (Ex): Jors suffer a –1 penalty to attack rolls in bright sunlight or within the radius of a daylight spell.</p><p> Skills: Jors receive a +2 racial bonus to Hide, Listen, and Spot checks. *In any marsh, a jor’s Hide bonus increases to +6. Master jors and chiefs also receive an additional +4 to Hide in any natural terrain.</p><p></p><p>The jor first appeared in Dragon Magazine #141 (1989, “The Dragon’s Bestiary”, Michael J. Szarmach).</p></blockquote><p></p>
[QUOTE="BOZ, post: 241684, member: 1241"] [b]JOR[/b] [b]JOR[/b] Medium-Size Humanoid (Orc) Hit Dice: 2d8+4 (13 hp) Initiative: +0 Speed: 20 ft (scale mail); base 30 ft AC: 15 (+4 scale mail, +1 small shield) Attacks: Scimitar +4 melee; or crossbow +1 ranged Damage: Scimitar 1d6+3 and sleep; or crossbow 1d8 and sleep Face/Reach: 5 ft by 5 ft/5 ft Special Attacks: Sleep, assassin abilities Special Qualities: Darkvision 60 ft, light sensitivity Saves: Fort +5, Ref +0, Will +0 Abilities: Str 16, Dex 10, Con 14, Int 10, Wis 11, Cha 9 Skills: Hide +2, Listen +5, Spot +5 Feats: Alertness Climate/Terrain: Any marsh Organization: Gang (3-12), squad (11-20 plus 2 3rd-level sergeants and 1 3rd-level leader), band (30-60 plus 1d4 3rd-level bodyguards plus 1 3rd-level subcheif plus 1 4th-level master jor), or tribe (20-200 plus 100% females and 150% noncombatant young plus 4d4 3rd-level bodyguards and 12-15 3rd-level leaders and 2 3rd-level subcheifs and 1d6 4th-level master jors and 1 4th-level chief) Challenge Rating: 2 Treasure: Standard Alignment: Usually chaotic evil Advancement: By character class The jors are a powerful and cunning breed of orcs that live in swamps. From childhood, they are trained for assassination, and share some of the abilities of assassins. Their mindset and society of these humanoids, also known as swamp orcs, is very similar to that of the more common type of orc. Jors look very similar to orcs, but have a greenish blue tinge to their skin. Rumors suggest that jors have formed their own assassin’s guild, meant to destroy the more numerous humanoid races over time. Jors and lizardfolk are great rivals for the territory of the swamp, with a mutual hatred that often causes them to attack each other on sight. COMBAT Jors are capable of fighting as well as any orc, but use their assassin skills whenever possible. Their preferred weapons are the scimitar and crossbow coated in a special sleep poison, but they also commonly carry bastard swords, battleaxes, spears, and flails. Like orcs, jors have sunlight and only come out of their lairs after sunset. Sleep (Ex): Jors coat their weapons in a poison that causes the victim to fall asleep for 2d6 rounds if they fail a Fortitude save (DC 14). This poison only works once per application, and must be applied to the weapon again to be reused. Assassin Abilities (Ex): Jors are trained as assassins (see DMG), and have the abilities of sneak attack, death attack, poison use, and saving throw bonus vs. poison (though not uncanny dodge) as if they were 2nd-level assassins. Jor sergeants, leaders, and subcheifs have these abilities as if they were 4th-level assassins, and master jors and chiefs have these abilities as 6th-level assassins. Light Sensitivity (Ex): Jors suffer a –1 penalty to attack rolls in bright sunlight or within the radius of a daylight spell. Skills: Jors receive a +2 racial bonus to Hide, Listen, and Spot checks. *In any marsh, a jor’s Hide bonus increases to +6. Master jors and chiefs also receive an additional +4 to Hide in any natural terrain. The jor first appeared in Dragon Magazine #141 (1989, “The Dragon’s Bestiary”, Michael J. Szarmach). [/QUOTE]
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Dragon #141 - Dragon's Bestiary - "Nonhuman creatures -- with human form"
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