Jhal by Shmoo
Medium-size Undead
Hit Dice: 3d12 (19 hp)
Initiative: +1 (+1 Dex)
Speed: 30 ft.
AC: 11 (+1 Dex)
Attacks: Claw 0 melee
Damage: Claw 1d4-1
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Spells, tongues
Special Qualities: Scent, turn resistance
Saves: Fort +1, Ref +2, Will +9
Abilities: Str 9, Dex 13, Con 0, Int 14, Wis 18, Cha 13
Skills: Animal Empathy +11, Handle Animal +6, Heal +6, Innuendo +7, Wilderness Lore +9
Feats: Ambidexterity,Armor (Light),Iron Will,Track

Environment: Temperate hills,mountains
Organization: Solitary, or Gang (2-5)
Challenge Rating: 2
Treasure: None
Alignment: Often neutral good
Advancement: 4-6 HD (Medium-size); 7-9 HD (Large)


Contrary to what most people think, not all undead are evil. The Jhal are peaceloving musicians of the wild, and respected philosophers in most cities. And (inhabitants of Krynn shudder) the Jhal are very kerderlike, leading most people to wonder where they came from...

At first glance, the Jhal are often mistaken for humans with unending respect for animals and kender with eyes that change in different light and the smell of lylacs stubbornly clinging to their flesh, and though apperences can be deceiving, in this case thats mostly what they are.

feeding them is a problem for the more advanced cook; they like simple food, bread, water, apple tree leaves, and NEVER the flesh of a living being.

When not fighting it can be found singing, philosophizing, looking for food, writing, or playing or listning to their kender companians(as few things on Krynn can do).

No jhal sightings have occured outside of a mountain range, and despite all this they are hated simply for being undead.,At first glance, the Jhal are often mistaken for humans with unending respect for animals and kender with eyes that change in different light and the smell of lylacs stubbornly clinging to their flesh, and though apperences can be deceiving, in this case thats mostly what they are.

Combat
How do these magnificant creatures fight? quite simply, they don't. They coudn't chop a log, or so it's said. Still they have friends. Animals and kender will fight to the death to save these beasts, even as the jhal run away

Undead are immune to mind influencing effects and to poison, sleep, paralysis, stunning, disease, death effects, and necromatic effects. They are ignore mind influencing effects. They are not subject to critical hits, subdual damage, ability damage, ability drain, or energy drain. They are immune to anything that requires a Fortitude save (unless it also workd on objects). Undead Spellcasters use their Charisma for Concentration checks. They are not at risk from death from massive damage, but when they are reduced to 0 hit points they are destroyed. Most undead have darkvision with a range of 60 feet. Undead can not be raised.

Jhal can cast spells as a seventh-level spell caster. Jhal can speak any given language. Jhal have strong olfactory senses. They can smell things from up to five miles away. As Jhal are not evil, turning them in the normal fasion is completely useless. Rebuking them has the same effect as turning them.

Society
Each society is differant as less than a handful of jhal share a mountian. Still there is the constant of aloofness, arrogance, and pity of any race tht they dont accept. Some jhal leave home and hearth to help their kender or animal friends or by exile for killing one of them...

This creature has not yet been play tested.
This is not a kender type creature.

 



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