Jagre (Maztica)
Huge Giant
Hit Dice: 12d8+36 (90 hp)
Initiative: -2
Speed: 30 ft. (6 squares)
Armor Class: 17 (-1 Size, -1 Dex, +5 Natural, +4 Hide), touch 8, flat-footed 17
Base Attack/Grapple: +9/+20
Attack: Slam +15 melee (1d6+7) or Weapon +15 melee
Full Attack: 2 Slams +15 melee (1d6+7) or Weapon +15 melee
Space/Reach: 10 ft./10 ft.
Special Attacks: -
Special Qualities: Low Light Vision, Displacer Beast Armor
Saves: Fort +11, Ref +5, Will +8
Abilities: Str 24, Dex 8, Con 16, Int 10, Wis 14, Cha 10
Skills: Climb +7, Hide +7, Listen +7, Move Silently +7, Spot +7, Survival +5
Feats: Alertness, Dodge, Iron Will, Lightning Reflexes, Stealthy
Environment: Any
Organization: Solitary, pair, gang (3-4), or band (5-8), or Tribe (21-30 +35% noncombatants)
Challenge Rating: 6
Treasure: Standard
Alignment: Usually Any Evil
Advancement: By Character Class
Level Adjustment: +3

Jagre are high level Jaguar Knights loyal to the God of war Zaltec. As a reward they have been changed into 16' tall Ogre-like monstrosities bearing the mark of the Viperhand on their chests. Normally armed with clubs or macas, they wear the enchanted hides of Displacer Beasts as Armor.

Displacer Beast Armor:
All Jagre are given a set of +1 Hide armor. Some go so far as to endure rituals bonding this armor to their skin making it impossible to remove. A Jagre wearing it may change into a Displacer Beast at will (this ability only works for the Jagre). This works exactly like Alternate Form with the following exceptions: It gains all the Special Qualities of it's Displacer Beast Form, and it still gains the Armor Bonus from it's armor.

Combat: Jagre are equally divided between those who enjoy attacking as beasts, and those who like beating opponents to death with weapons. They generally aren't subtle.