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by Jamie Baty

Small Magical Beast
Hit Dice: 2d10+2 (13 hp)
Initiative: +3 (+3 Dex)
Speed: 20 ft. (4 squares), swim 60 ft. (12 squares)
Armour Class: 15 (+1 size, +3 Dex, +1 natural), touch 14, flat-footed 12
Base Attack/Grapple: +2/-2
Attack: Bite +6 melee (1d3)
Full Attack: Bite +6 melee (1d3) and 4 claws +1 melee (1d2)
Space/Reach: 5 ft. /0 ft.
Special Attacks: Furious assault, lock jaw
Special Qualities: Darkvision 60ft., low-light vision
Saves: Fort +4, Ref +6, Will +2
Abilities: Str 10, Dex 17, Con 12, Int 9, Wis 14, Cha 11
Skills: Hide +7, Knowledge (local) +4, Knowledge (nature) +4, Listen +5, Spot +5, Swim +9
Feats: Alertness (B), Weapon Finesse
Environment: Any aquatic
Organisation: Solitary, Pair, or Crew (2-5)
Challenge Rating: 1/2
Treasure: Standard
Alignment: Always neutral
Advancement: 3-4 HD (Small); 5-6 HD (Medium)
Level Adjustment: -

Resembling nothing so much as otters, these creatures can be found in the seas and along the shoreline of the Savage Coast. They can also be a great source of information to those who treat them well and are often quite helpful a crisis.
Jorries are small, ranging from two to four feet in length, with stubby legs for such long bodies. The two rear legs end in large feet with long, webbed toes that can spread wide for stronger paddling. A jorri's crescent-shaped tail and back feet work together in single thrusts to move the jorri through the water quickly. The front claws of a jorri are long and sharp, perfect for prying food out of shells or defending itself. Short, oily fur covers the entire body of the jorri, appearing dark grey with black spots. Jorries have bristly, white whiskers for feeling their way through dark places.
Jorries live and travel in family groups. A jorri couple might have up to three young each year for several years. They make a den along the seashore, padding it with dried rushes or flat grasses. Jorries tend to feed on small fish and mollusks. Borrowing a tactic from their distant cousin, the otter, many jorries also use rocks for cracking the shells of more well-protected food. Jorries are often seen riding waves or sunning themselves on the beach. They love stormy weather, playing out where the water is roughest and along reefs where turbulence makes their diving more exciting. The pleasure they take from such weather does not blind them to its danger for others, however. Jorries will try to warn any ships they see approaching dangerous water; if they can, they will rescue swimmers in trouble or victims of shipwrecks. Some jorries can see through the subterfuge of the sea hermit and will warn potential victims. Though not often, jorries might ask a small service from someone they have saved.
The jorri population is kept down by echyans and a few other large sea predators. Jorries have beautiful pelts, but hunting them is thought to be in very bad taste; sailors actively defend jorries against any hunters.
This fairly intelligent creature can speak a broken version of the common tongue. Its vocabulary contains many nautical terms and colourful expressions, indicating an obvious verbal rapport between jorries and sailors.

Jorries would rather avoid combat, but they will fight if threatened, sometimes even coming to the aid of others.
When attacking, a jorrie will charge in with a fierce bite and a scrabbling attack of claws, each front claw getting two attacks. If the bite is successful, the jorri locks its jaws and the jorri simply rides along and continues to tear at its opponent with its front claws. Jorries are smart enough to recognise vulnerable areas, and they try to attack spots their opponents might not be able to reach easily (such as the underbelly of a horse).

Furious Assault (Ex): A jorri attacks quickly and furiously with its front claws. Each claw can attack twice during a full round attack.

Lock Jaw (Ex): If a jorri successfully bites a foe, it may lock its jaws on the victim. The victim is allowed a Reflex save vs DC 14 (Dex based) to prevent the jorri from attaching. If the save fails, the victim is considered flat-footed and loses its Dex bonus to AC. Once attached, it is difficult to remove. The jorrie's bite doesn't inflict any additional damage when attached, but its claw attacks have a +2 bonus to hit. The jorrie may be forcibly removed with a successful Str or Escape Artist check vs DC 15 (Str based, +4 racial bonus).

Skills: A jorrie has a +4 racial bonus to all knowledge (local) and knowledge (nature) skill checks. A jorrie gains a +8 racial bonus to any swim check. It may always take 10 on a swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

The Red Curse
Jorries hardly ever (10%) acquire Legacies. However, if a jorri does acquire a Legacy, it will require cinnabryl to fight off Affliction. Most simply become Afflicted rather than constantly seek this magical metal.