Jadrow

robjh

First Post
Taking the seductions of evil to the next plane...

Jadrow
Large Outsider
Hit Dice: 12d8 (54 hp)
Initiative: +6
Armor Class: 19 (-1 size, +2 Dex, +4 masterwork chain shirt, +1 masterwork light steel shield, +3 natural), touch 11, flat-footed 17
Speed: 40 ft. (8 squares)
Base Attack/Grapple: +12/+19
Attack: +2 defending rapier +17 melee (1d8+5/19-20) or bite (1d6+3 plus poison), or masterwork composite short bow +14 ranged (1d8+3/x3)
Full Attack: +2 defending rapier +17/+12/+7 melee (1d8+3/19-20) or bite (1d6+3 plus poison), or masterwork composite short bow +14/+9/+4 ranged (1d8+3/x3) short bow (+3 Str)
Space/Reach: 10 ft./10 ft.
Special Attacks: Spell-like abilities, aura of presence, poison, bardic abilities
Special Qualities: Damage reduction 10/cold iron, darkvision 60 ft., immunity to enchantment and blindness, spell resistance 23, elven blood
Saves: Fort +8, Ref +10, Will +10
Abilities: Str 16, Dex 14, Con 10, Int 11, Wis 15, Cha 23
Skills: Bluff +25, Concentration +8, Craft (any one) +10, Diplomacy +18, Gather Information +20, Intimidate +12, Knowledge (any one) +7, Listen +7, Perform (any one) +20, Perform (any one) +12, Perform (any one) +8, Search +2, Sense Motive +16, Spellcraft +8, Spot +7.
Feats: Dodge, Improved Initiative, Mobility, Persuasive, Spring Attack
Environment: Any evil plane
Organization: Solitary, squad (2-4), patrol (5-8 plus 2 3rd-level sergeants and 1 leader of 4th-7th level), or band (20-40 plus 20% noncombatants plus 1 3rd-level sergeant per 8 adults, 1d6 6th-level lieutenants, and 1d3 10th-level captains)
Challenge Rating: 12
Treasure: Standard
Alignment: Usually neutral evil
Advancement: By character class
Level Adjustment: +8

These siren beings are creatures of sublime appearance and utmost perfection of form and features. They resemble particularly tall and slender fey, with a lean, elegant frame and sharply defined musculature. Their flesh has a dark blue hue with perfect complexion and a lack of freckles or moles. The hair of the jadrow is a silvery aqua, and sparkles in the light like a finely spun silk. The only unusual features of the jadrow are their pronounced upper canine teeth, and large, pearly white eyes that lack anything resembling pupils.

A jadrow is almost always a female in form and function. Every six years, however, a jadrow enters into a crysalis state and undergoes a brief metamorphosis when they are transformed into a male. During this time the male jadrow becomes obsessed with reproduction and will attempt to mate with any willing female. Within a week this condition comes to an end, however, and the jadrow returns to the female form once the male features are slowly sloughed away.

A typical jadrow is 11-12 feet tall, and weighs 450-500 lbs. They speak common, undercommon, and elven.

Combat

Jadrow prefer to let other creatures do their fighting while using their magic to weaken and subdue their opponents. Unless badly outnumbered, they would rather capture than kill an intelligent foe, intending to employ their foe as slaves. Against implacible opponents, however, the jadrow are more than capable of putting up a capable and determined fight. They will typically use magic whenever possible, resorting to combat when all else fails. Their paralyzing bite can be used to subdue otherwise unwilling foes.

Poison (Ex): Injury, Fortitude DC 18, initial damage paralysis for 2d6 minutes, secondary damage 1d6 Wis. The save DC is Constitution-based and includes a +2 racial bonus.

Aura of Presence (Su): An aura of magnetic presence and authority surrounds jadrow that fight or become strongly emotional. Any non-jadrow within a 20-foot radius of a jadrow must succeed on a DC 22 Will save to resist its effects. The save DC is Charisma-based. Those who fail take a -2 penalty on saves and skill checks for 24 hours or until they successfully hit the jadrow that generated tha aura. A creature that has resisted or broken the effect cannot be affected again by the same jadrow's aura for 24 hours.

Spell-Like Abilities: At will--daze monster, detect thoughts, message. 3/day--charm monster, dominate person, suggestion. 1/day--lesser geas, mass suggestion.

Bardic Abilities: Jadrow can cast arcane spells and produce bardic music as a 12th-level bard. If a jadrow takes class levels in in bard, their ability level in spellcasting and bardic music is equal to 12 + Bard class level.

Typical Bard Spells Known (3/5/5/4/3; DC 16 + spell level): 0--detect magic, ghost sound, lullaby, mage hand, prestidigitation, summon instrument; 1st--cure light wounds, disguise self, expeditious retreat, hideous laughter; 2nd--calm emotions, mirror image, misdirection, tongues; 3rd--fear, glibness, scrying, slow; 4th--dimension door, greater invisibility, modify memory.

Elven Blood (Ex): For all effects related to race, a jadrow is considered both an elf and an outsider. They are vulnerable to effects that affect elves or outsiders, and they can use magic items that are only useable by elves or outsiders.

Skills: Jadrow have a +2 racial bonus on Bluff, Listen, Search, and Spot checks.

Jadrow as Characters

Jadrow characters possess the following racial traits.

  • +4 Strength, +2 Constitution, +2 Wisdom, +8 Charisma.
  • Large size. -1 penalty to Armor Class, -1 penalty on attack rolls, -4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters.
  • Space/Reach: 10 feet/10 feet.
  • A jadrow's base land speed is 40 feet.
  • Racial Hit Dice: A jadrow begins with twelve levels of outsider, which provides 12d8 Hit Dice, a base attack bonus of +12, and base saving throws of Fort +8, Ref +8, and Will +8.
  • Racial Skills: A jadrow's outsider levels give it skill points equal to 15 x (8 + Int modifier [minimum 1]). Its class skills are Bluff, Concentration, Craft, Diplomacy, Gather Information, Intimidate, Knowledge (all skills), Listen, Perform, Sense Motive, Spellcraft, and Spot.
  • Racial Feats: A jadrow's outsider levels give it five feats.
  • +3 natural armor bonus.
  • Natural Weapons: bite (1d6 plus paralysis).
  • Special Attacks (see above): Spell-like abilities, aura of presence, paralysis, bardic abilities equal to 12 + Bard class level
  • Special Qualities (see above): Damage reduction 10/cold iron, darkvision 60 ft., immunity to enchantment and blindness, spell resistance equal to 23 + class levels, elven blood
  • Weapon Proficiency: A jadrow is automatically proficient with the rapier, longsword, composite short bow, short sword, and whip.
  • Automatic Languages: Common, Elven, Undercommon. Bonus Languages: Abyssal, Aquan, Draconic, Drow Sign Language, Infernal, Undercommon.
  • Favored Class: Bard.
  • Level adjustment: +8.

Jadrow Society

Jadrow are very social beings who enjoy the company of all civilized races. They are distant relatives of the drow, but share none of the odious and overtly malevolent habits of the dark elves. Instead the jadrow practice a more subtle form of evil; slowly weakening and subverting the societies of other races until they fall under the social dominion of the jadrow. It was this doggedly insipid nature that ultimately led to the banishment of the jadrow to the prison plane, as all who associated closely with these beings eventually fell into decay and ruin.

Being in the presence of a jadrow is an unnerving experience, for they radiate an aura of splendor and command. These beings thrive in an atmosphere of luxury and excess, favoring a lifestyle of decadence and narcisism. The jadrow excel in the bardic crafts, and their abilities are so compelling that few can resist their lures. As a result their victims are lured into a decadent lifestyle in which their strengths are gradually wasted away.

Wherever the jadrow rule, other species are forced to dwell under a form of feudal slavery. Jadrow spies are everywhere, being magically compelled to report any potentially rebellious activities to their masters. Successful slave revolts are extremely rare, as the majority of the population are often happily contented to serve the whims of their rulers, and the jadrow themselves are potent spell casters that can quickly suppress uprisings. The potent military arm of their army is composed almost entirely of slaves, often being veteran warriors captured from their enemies and later subverted by the influence of the jadrow magic and charisma.

In their private quarters, away from the prying eyes of other races, the jadrow are highly political creatures that enjoy social maneuvers and gossip. They maintain a cultivated lifestyle that is imbued with comforting ritual, but are not dogmatic about correctness. Their one loathsome personal habit is a strong desire to drink the warm blood of living creatures. The fangs of the jadrow are perfect for making bleeding wounds, and they lap up the warm fluid from their victims with great pleasure, often killing the creature in the process. However this practice is a closely held secret of the jadrow, and members of other races who witness this behavior are never permitted to live.
 

log in or register to remove this ad

Wow very cool, I can't find any mechanical faults, but I did skip over the stat block to get to the description.

Is this an elven subrace?
 

I can only agree with Ferret. :)

Did you use the elite array to arrange the stats of the Jadrow? Otherwise the stats and the Jadrow as Characters don't quite add up.
 

Knight Otu said:
I can only agree with Ferret. :)

Did you use the elite array to arrange the stats of the Jadrow? Otherwise the stats and the Jadrow as Characters don't quite add up.

Thanks. Yes I used the elite array for the abilities in order to make them more formidable. They're nor really an elven sub-race as much as they are close cousins. I.e. descended from the same branch, if one were to think of elves as members of the fey. :)
 

Remove ads

Top