by Adam Frank and Tim
Wallace
Jehmorcha
Their regal gold head
crests billowing behind them, a man-sized lizard skitters towards the
adventuring party. It bellows twice, a loud screeching noise. The large scales
scintillate between gold and charcoal grey. The powerful reptile stares with
commanding eyes upon the heroes. Suddenly the lizard’s purpose is made clear:
fear is coming. This creature is only here to announce it.
© Nicholas Cloister, Monsters by Email, licensed to Timothy Wallace |
JEHMORCHA CR
15
XP 51,200
CE Medium magical beast (extraplanar, fire)
Init +6; Senses
cinder sight, darkvision
120 ft., low-light
vision, scent;
Perception +28
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DEFENSE
--------------------
AC 30, touch 16, flat-footed 24 (+6 Dex, +14 natural)
hp 214 (20d10+100)
Fort +18, Ref +18,
Will +13
DR 10/cold iron or silver; Immune fire; SR 26
Weaknesses vulnerable to cold
--------------------
OFFENSE
--------------------
Speed 90 ft.
Melee bite +26 (2d6+6 plus 1d6 fire), 2 claws +26 (1d8+6)
Special Attacks breath
weapon (100-ft. line, DC 24, 20d4 fire), rend
(2 claws, 1d8+9)
Spell-Like Abilities (CL 20th; concentration +24)
1/day—incendiary
cloud
--------------------
STATISTICS
--------------------
Str 23, Dex 22, Con 18, Int 13, Wis 20, Cha 19
Base Atk +20; CMB
+26; CMD 42 (46 vs. trip)
Feats Combat
Expertise, Diehard,
Distracting
Charge, Endurance,
Great
Fortitude, Iron
Will, Outflank,
Shake
It Off, Snapping
Flank, Toughness
Skills Acrobatics +6 (+30 to jump), Perception +28,
Stealth +29, Survival +25
Languages Abyssal, Common, Draconic; telepathy
100 ft.
--------------------
ECOLOGY
--------------------
Environment any
Organization always six
Treasure standard
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SPECIAL ABILITIES
--------------------
Cinder Sight (Su) A jehmorcha sees through fire, fog, and
smoke without penalty as long as there is enough light to otherwise allow her
to see normally.
Distracting Charge (Ex) When another jehmorcha uses the charge
action and hits, the jehmorcha gains a +2 bonus on its next attack roll against
the target of that charge. This bonus must be used before the other jehmorcha’s
next turn, or it is lost.
Outflank (Ex) Whenever two jehmorcha are flanking the same
creature, their flanking bonus on attack rolls increases to +4. In addition,
whenever a flanking jehmorcha scores a critical hit against the flanked
creature, it provokes an attack of opportunity from its ally.
Shake It Off (Ex) When a jehmorcha is adjacent to one or more other
jehmorcha, it gains a +1 bonus on saving throws per adjacent jehmorcha (maximum
+4).
Snapping Flank (Ex) When flanking with another jehmorcha,
as a swift action the jehmorcha can make a bite attack against the opponent it
and the other jehmorcha are flanking.
Before the terror that is the ghidjarin
comes the jehmorcha. Able to telepathically communicate with the ghidjarin and
advise the gigantic dragon of the presence of prey, the jehmorcha’s primary
goal is to scout. Omnivorous creatures, they will eat the scraps from the ghidjarin's
kill after their master has razed the area.
These lizards will not go out of their way to
attack anyone or anything but they will defend themselves if the need arises.
Related to dragons, the jehmorcha has a heat ray breath attack that is capable
of cooking anything it comes in contact with. Their scales are nearly
impenetrable by normal weapons and even their head crests are deceptively
durable and difficult to damage.
Like the ghidjarin, the origins of the jehmorcha
are unknown and any living specimens that have been captured escape
mysteriously. What is most confusing is this: No matter how many are killed
there are always six jehmorcha in a scouting group.
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