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Jon_Dahl
2017-03-14, 07:35 AM
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Jilla

An average jilla is 4 feet tall and weighs 70 pounds.

Jilla is a result of a duergar unholy psionic experiment and a fusion of a bariaur, an otyugh, a duergar and a cockatrice. Jillas were created 60 years ago to act as light infantry and skirmishers for the duergar, and they were trained by an order of duergar militant monks who were famous of their kamas. A company of jilla were eventually bred and trained, and they were under the command of the youngest son of a duergar emperor. The son, however, betrayed the emperor and tried to defect to a rival duergar city-state. Before he managed to do this, most of the jilla company revolted and the mutineers easily slew their commander and his bodyguards. The new commander of the jilla, who was also a jilla, went to speak with the emperor. The rebel commander was tortured to death and the emperor hunted the jilla, who eventually escaped to the surface where they were safe from the emperor. No one was able to assume the command of the company, which disintegrated into small units. These units dispersed to every corner of earth and eventually some of them returned to the Underdark.

Jilla mercenaries are reliable but expensive, and they are proud of being arguably the best light infantry in the world. Jillas are relatively cooperative with other evil races, but they always patiently look for opportunities to rule over lesser races. Despite their bloody history, jillas favor duergar allies.

Male and female jillas are very difficult to distinguish and they have absolute gender equality in their communities. The whole community takes care of the offspring, which is usually a job for slaves, the infirm and drill sergeants, so parenthood has little importance to jillas. A jilla matures at the age of 10 and their maximum age is 30.

The most important possession of a jilla is their four masterwork kamas (unless they obtain magical ones), and they will fight to death to protect and to regain their kamas. These kamas are family heirlooms.

Jilla eat and drink surprisingly little, only once a week, and they only need to two hours of daily sleep.

Many jillas worship Laduguer and some have turned to devil worshipping, but a large minority of jillas are not religious. Jilla druids and adepts are rare, and jilla clerics are even rarer.

Jillas speak dwarven, some speak infernal, common or undercommon. Their voice resembles low-pitched clucking.

Size/Type: Medium aberration
Hit Dice: 5d8+10 (32 hp)
Initiative: +3
Speed: 20 ft. (8 squares)
Armor Class: 16 (+3 Dex, +3 Natural), touch 13, flat-footed 13
Base Attack/Grapple: +3/+4
Attack: Masterwork kama +7 melee (1d6+1)
Full Attack: 4 masterwork kamas +7 melee (1d6+1) and bite +1 melee (1d3)
Space/Reach: 5 ft./5 ft.
Special Attacks:
Special Qualities: Darkvision 60 ft., Sudden Steps, psi-like or spell-like abilities
Saves: Fort +3, Ref +4, Will +6
Abilities: Str 13, Dex 17, Con 14, Int 11, Wis 14, Cha 4
Skills: Move silently +13, hide +13
Feats: Weapon Finesse, Stealthy, Exotic Weapon Proficiency (kama)B
Environment: Any
Organization: Solitary, patrol (2-4), squad (8-12), platoon (15-20)
Challenge Rating: 3 (without invisibility) or 4 (with invisibility)
Treasure: Standard (including four masterwork kamas)
Alignment: Usually lawful evil
Advancement: By class
Level Adjustment: +3


Combat

Jillas prefer areas where they can move freely and there’s a lot of space. They prefer ambushes and they circle their opponents. They like to make a free action to engage in melee. They follow anyone taking 5-foot step with an immediate action (see Sudden Steps ability) and they step out of the way as an immediate action when someone charges them. In general, they move towards the opponent when the opponent moves away, and they move away when the opponent comes closer. If possible, jillas want to end their turn behind a cover, so they choose their ambush locations accordingly. In a jilla ambush the environment favors jilla’s Sudden Step ability. A group of jillas work together cohesively and they rather die than surrender.

Sudden Steps (Su)

A jilla may move additional 10 ft. as a free action once per round and another 10 ft. as an immediate action. In total, they can move 40 ft. per round: 20 ft. normal movement (or more by charging etc.), 10 ft. as a free action, 10 ft. as an immediate action.

Invisibility (Ps or Sp)

All platoon leaders, all scout masters (one in every platoon), all squad leaders and some hermits possess this ability.
1/day invisibility as a wizard equal to Hit Dice (minimum caster level 5th) or manifester level is equal to Hit Dice (minimum 5th); these abilities affect only the jilla and whatever it carries.