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by Jamie Baty

Large Magical Beast
Hit Dice: 5d10+25 (52 hp)
Initiative: +1 (+1 Dex)
Speed: 30 ft. (6 squares)
Armour Class: 15 (-1 size, +1 Dex, +5 natural), touch 10, flat-footed 14
Base Attack/Grapple: +5/+17
Attack: Claw +12 melee (1d8 +8)
Full Attack: 2 Claw +12 melee (1d8 +8) and bite +7 melee (2d6 +4)
Space/Reach: 10 ft. /5 ft.
Special Attacks: Improved grab, inheritor hatred, vermilia infection
Special Qualities: Darkvision 60ft., low-light vision, scent, sprint
Saves: Fort +9, Ref +5, Will +3
Abilities: Str 27, Dex 12, Con 20, Int 2, Wis 14, Cha 8
Skills: Listen +8, Move Silently +5, Spot +8
Feats: Alertness, Power Attack, Track (B)
Environment: Any land
Organisation: Solitary, Pair, or Family (2-5)
Challenge Rating: 4
Treasure: Standard
Alignment: Always neutral
Advancement: 6-10 HD (Large); 11-15 HD (Huge)
Level Adjustment: -

These huge, bearlike creatures are completely hairless, covered with a tough, reddish, leathery skin that is actually the detrimental effect of an Armour Legacy. They possess large teeth and short, harpoon-shaped claws. The juhrion normally travels about on all four feet, but it can rise up on its hind legs if it so desires. A juhrion's powerful growls and roars are very raspy and dry, rarely to be mistaken for those of another creature.
Juhrions can roam an area as large as 10 square miles when hunting is sparse, but they do not usually range more than a few miles from their den. Juhrions will eat roots and berries, but only in times of dire need. They prefer rodents, cinnavixens, and voats. When possible, they seek out caves to live in, but they can make do with a hollowed out bed in a thicket.
After its second year, a juhrion takes a mate; usually the male joins the female on her hunting grounds. They produce one or two young per season, always in the spring, keeping the cubs with them for one year. During the second year, the young are turned out to find their own hunting grounds.
Juhrions have a special hatred for Inheritors, whom they can smell up to a mile away. Juhrions seem to realise that Inheritors have a control over their Legacies that these creatures themselves lack, driving them into a frenzy of resentment. Cinnabryl might ease the resentment they hold for Inheritors, but few Inheritors will waste any of this precious metal on a juhrion.
Juhrions are hunted by some humanoids for their skin, which makes fine leather. The blood of a juhrion can also be made into a potion that will heal the effects of vermilia.
Cardinal ticks plague the juhrion, moreso than other animals. Juhrions often develop a symbiotic relationship with the Saragón Lyra bird, possibly the only creature that can safely approach the huge beasts.

A juhrion will attack when defending its hunting area or hunting for food; they also attack Inheritors on sight. Though they move rather quietly for creatures of their bulk, the juhrion disregards further attempts at stealth and charges in to attack when a potential victim is in sight. Its movement rate increases, allowing it to close the final distance quickly and possibly still surprise its victim.
These creatures attack with both claws and a bite, all three of which do considerable damage. The juhrion's claw attack also has a chance of infecting the victim with vermilia. They also grapple like bears, pinning another creature under its immense bulk while continuing to slash and bite.

Improved Grab (Ex): To use this ability, a juhrion must hit with both claw attacks. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

Inheritor Hatred (Ex): The juhrion gains a +4 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against inheritors. Likewise, he gets a +4 bonus on damage rolls against inheritors.

Vermilia Infection (Ex): The claws of a juhrion may infect the victim with vermilia.
injury (claws); Fortitude DC 17 (+1 per Legacy victim possesses); incubation period 1 round; damage 1 hp after incubation, 2 hp the second day, 4 hp the third, 8 hp the fourth, etc, and it prevents natural healing. The save DC is Constitution-based.
Those suffering from vermilia who make their daily save take no damage but still do not naturally heal. Vermilia can only be cured by a Cure disease or a Heal spell applied to the victim, regardless of how many saves are made.

Scent (Ex): This special quality allows a juhrion to detect approaching enemies, sniff out hidden foes, and track by sense of smell.

Sprint (Ex): Once per hour, a juhrion can move ten times its normal speed (300 feet) when it makes a charge.

Skills: Juhrions have a +4 racial bonus to all Move Silently checks.

The Red Curse
Juhrions become Afflicted with the detriments of the Armour Legacy without ever gaining the actual powers. While cinnabryl could ward off the Affliction, they are seldom able to acquire this metal.