Saturday, August 25, 2018

Frightful Fridays! Jackdoom

Hello and welcome back for another Frightful Fridays! I had this one ready for a Friday posting, but I spent the day helping my youngest move apartments. I thought I would be able to get to this after the move, but I ended up passing out instead. Sorry for the delay!

I've decided cats have been getting their due to much recently, so I'm switching to birds. The jackdoom is an animalistic amalgam of bird of humanoid, with very little of the humanoid features apart from the grabby arms (as seen below). While it tries to avoid combat, it happily grabs up prey and flings them from great heights.

I hope you enjoy the jackdoom, and I'll see you next week with another monster. Thanks for reading!




This towering creature is a strange mixture of corvid and humanoid, featuring a raven-like head and wings, muscular arms and legs ending in powerful claws and talons, and a pair of long humanoid arms.
Jackdoom      CR 12
XP 19,200
N Gargantuan magical beast
Init +5; Senses darkvision 60 ft., low-light vision; Perception +27 (+35 in normal or bright light)
DEFENSE
AC 27, touch 11, flat-footed 22 (+5 Dex, +16 natural, 4 size)
hp 168 (16d10+80)
Fort +15, Ref +15, Will +11
Immune fear
OFFENSE
Speed 40 ft., climb 20 ft., fly 60 ft. (average)
Melee bite +21 (3d6+8), 2 claws +20 (2d6+8), 2 talons +20 (1d8+8/1920)
Space 20 ft.; Reach 20 ft.
Special Attacks extra limbs, rend (2 claws, 2d6+12), rend (2 talons, 1d8+12), screech
STATISTICS
Str 27, Dex 21, Con 20, Int 4, Wis 19, Cha 8
Base Atk +16; CMB +28 (+32 grapple); CMD 43
Feats Bleeding Critical, Combat Reflexes, Critical Focus, Flyby Attack, Improved Critical (talon), Iron Will, Snatch, Weapon Focus (bite)
Skills Climb +16, Fly +14, Perception +27 (+35 in normal or bright light); Racial Modifiers +16 Perception (+24 in normal or bright light)
ECOLOGY
Environment warm or temperate land
Organization solitary or pair
Treasure none
SPECIAL ABILITIES
Extra Limbs (Ex) A jackdoom has an extra pair of arms. It can use items with these extra limbs, but it cannot wield weapons or shields with them. The arms grant a +4 racial bonus on grapple checks.
Screech (Su) As a standard action, or as an immediate action when it knocks a creature unconscious with a melee attack, a jackdoom can unleash a horrifying screech. Creatures within 100 feet of the jackdoom that fail a DC 19 Will save become frightened for 1d4 rounds. Any creature that succeeds at this save cannot be affected by the same jackdoom’s screech ability for 24 hours. This is a sonic mind-affecting fear effect. The save DC is Charisma-based and includes a +2 racial bonus.

Ancient hag harpy covens had a fate worse than death for some of their humanoid prey. They employed rituals to fuse the bodies of their victims with corvids enchanted to prodigious size, leaving only the arms and mere traces of the humanoids in the amalgam. While the secret of jackdoom creation was lost when hag harpies were eradicated, the creatures proved surprisingly fecund and spawn an ongoing population. Jackdooms are rarely seen, keeping to remote mountains, primal forests, or blasted wastelands, where they feed on whatever game shares the land with them. When their food supply runs low, they make forays into more civilized lands to attack and carry off livestock. They try to avoid interactions with humanoids but become enraged when targeted by the puny beings. Jackdooms who engage in battle with humanoids delight in picking up their foes and then flinging their captured victims to their doom. The massive bird creatures despise rocs and other large avians and stop what they are doing to pursue and destroy their hated “kin.”

A typical jackdoom is 35 feet in length from beak to tail. It has a 70-foot wingspan and weighs roughly 9,500 pounds. Jackdooms live for up to 40 years.