Demon, Jovoc (Tanar'ri)

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Small Outsider (Chaotic, Evil, Tanar’ri)

Demon2.gif

Hit Dice: 4d8+18 (36 hp)

Initiative: 2

Speed: 30 ft.

AC: 16 (+1 size, +2 Dex, +3 natural), touch 13, flat-footed 14

Attacks: 2 claws +6 melee and bite +1 melee

Damage: Claw 1d3+1, bite 1d4

Face/Reach: 5 ft./5 ft.

Special Attacks: —

Special Qualities: Aura of retribution, DR 5/good or cold iron, fast healing 5, outsider traits, SR 13, summon tanar’ri,

Saves: Fort +7, Ref +6, Will +4

Abilities: Str 12, Dex 15, Con 16, Int 7, Wis 10, Cha 7

Skills: Hide +13, Listen +7, Move Silently +9, Search +5, Sense Motive +7, Spot +7

Feats: Toughness (×2)

Climate/Terrain: Any land and underground

Organization: Solitary, pair, or gang (3-4)

Challenge Rating: 5

Treasure: Standard

Alignment: Always chaotic evil

Advancement: 5-8 HD (Small); 9-12 HD (Medium-size)

Level Adjustment: +5

In the countless, nearly infinite realms of the Abyss, demons grow numerous and varied. Though all embrace the path of evil, the tanar’ri stand as the supreme villains within the Abyssal hierarchy of iniquity. These creatures are constantly in conflict with every force of good in the universe, as well as with the lawful evil devils and baatezu of the Nine Hells.

The abyssal maw, abyssal skulker, and abyssal ravager are vicious but servile demons that can be found in the service of more powerful demons, or of evil mortals who treat with such beings. All three creatures speak Abyssal and Common, though abyssal maws and abyssal ravagers speak none too clearly, thanks to their low Intelligence scores and toothy maws.

The jovoc, palrethee, jarilith, and kelvezu appear wherever their demonic masters see fit to make use of them, be it the hidden reaches of their personal domains or out among mortals on the Material Plane. The zovvut, though not a tanar’ri itself, serves under and alongside those creatures.

All five of these demons speak Abyssal, Celestial, and Draconic.

These vicious little black-hearted fiends were born to create strife. Their ability to inflict the damage they take on others makes them invaluable in the front lines of tanar’ri armies. A unit of jovocs can absorb repeated blows and spells from the enemy and still survive to exact a punishing revenge.

A jovoc is a 4-foot-tall, bloated, hairless creature of humanoid shape. It resembles the bruised and battered corpse of a gnome left too long to decay in the heat of summer, and the stench that emanates from its rough skin lends credence to this impression. Its skin is dark blue or black, and its eyes are vacant, black pools. Each of the creature’s long arms ends in a three-fingered hand with long red fingernails, forever stained the color of blood.

COMBAT

Demons are ferocity personified. They are willing to attack any creatures—even other demons—just for the sheer fun of it. Demons enjoy terrifying their victims before slaying them, and they often devour the slain. Many demons can create darkness, so they frequently blanket their enemies with it before joining battle.

Jovocs are not especially intelligent, but they are quick and experienced ambushers who know how to use their small size to best effect. Years of training and experience have taught them how to take advantage of their aura of retribution and fast healing abilities. They often adopt a hit-and-run strategy, jumping into a group of enemies to do as much damage as possible, then dashing off for a few rounds to heal.

Alternatively, jovocs fighting in pairs or trios can utilize their favourite tactic. Lurking just beyond the reach of their enemies (preferably concealed by darkness, a wall, or some other barrier), they begin to attack one another, automatically hitting with each swing. These attacks deal full damage not only on the jovocs, but also on anyone caught within their aura of retribution. After allowing a round or two for their fast healing ability to close their wounds, the creatures begin to claw and bite one another again.

Aura of Retribution (Su): This effect is always active in a 30-foot spread centred on the jovoc. Whenever the creature takes damage from any source, every non-tanar’ri within the area immediately takes an equal amount of damage. A successful Fortitude saving throw (DC 15) halves the damage. (For example, if an opponent deals 12 points of damage to a jovoc, that opponent and every other non-tanar’ri within 30 feet immediately take 12 points of damage each, or 6 points with a successful Fortitude save.) Regardless of the source of the damage to the jovoc, the damage dealt to non-tanar’ri by this effect is not subject to negation or reduction because of resistance, immunity, damage reduction, spell resistance, or the like.

Fast Healing (Ex): A jovoc regains lost hit points at the rate of 5 per round. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, and it does not allow the jovoc to regrow or reattach lost body parts.

Summon Tanar’ri (Sp): Once per day, a jovoc can attempt to summon another jovoc with a 25% chance of success.