Jaguar, Aspen (Copyright 1998 by Shizumaru)


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Climate/Terrain:

Beastlands (Brux and Karasuthra)

Frequency:

Very rare

Organisation:

Pack

Activity Cycle:

Any

Diet:

Carnivore

Intelligence:

High to Genius (14 - 18)

Treasure:

Nil

Alignment:

Any good (NG most common)


No. Appearing:

3-18

Armour Class:

5

Movement:

18

Hit Dice:

1+1 HD to 20+20 HD

THAC0:

13 (4+4HD and below)
10 (5+5HD to 8+8HD)
9 (9+9HD to 13+13HD)
6 (15+15HD to 17+17HD)
3 (18+18HD to 19+19HD)
1 (20+20HD)

No. of Attacks:

3 (bite/claw/claw)

Damage/Attack:

1d3/2d4/2d4

Special Attacks:

See below

Special Defences:

+2 weapons to hit, see below

Magic Resistance:

40%

Size:

M-L (6' to 9'9" long)

Morale:

Champion (16)

XP Value:

1+1HD: 1000 add 1000 XP per HD till 19+19HD
20+20HD: 20000

 

Index

In the Beastlands many basher go there to bob a trophy or two, that is if the animals of the jungle don't make a trophy out of him first. The main reason is that you won't know if the animals is one of the "normal" critters of the Beastlands or really a deer petitioner with the ability to cast a meteor storm at some unlucky berk. With a bit of experience and lots of luck, a cutter or two will be able to distinguish the difference. However venture into Brux or Karasuthra and you'll see a pack of sleek looking jaguars who will gaze at you with its emerald eyes and would-be-famous hunters will be wise to leave them alone. They are the Aspen Jaguar. Aspen jaguars live in the Beastlands but usually hunt in the prime material. These feline bashers have green fur and black spots like a cheetahs and emerald eyes. The leader of the pack (20+20HD) will have wavy grey patterns from its head right to the tip of his tail.

Combat: Aspen jaguars employ a one bite and two claw attack that does 1d3/2d4/2d4 points of damage but the real danger is this, each day/adventure the DM should roll a d100:

1d100 Roll

Animal

01-03

Badger

04-08

Bear

09-12

Deer

13-16

Boar

17-19

Tanar'ri

20-23

Humans

24-28

Baatezu

29-31

Other felines

32-34

Dragons

35-36

Foxes

37-40

Lycanthropes

41-44

Hawks

45-58

Any Humanoids

69-70

Any being that can plane-shift at will excluding themselves

71-75

Any evil being

76-80

Any shapechanger

81-85

Any priests dedicated to the gods of evil

86-00

DM's Choice

Here's the dark, when an Aspen jaguar does even 1 point of damage to the creatures selected, the being must save vs. death magic at a -2 penalty or die instantly (aka reduced to 10 hp). They can exercise this power three times per day. They cannot slay those who are of higher HD or level then them, if they are attempting to slay those who are of the same HD or level, the being can get a saving throw vs. Death with no penalty. The DM can modify the list above to suit his taste. Furthermore their coat is well insulated against heat and cold, any spell that duplicates heat and cold, these creature can make their saving throw at a +4 bonus. This also works when a jaguar is dead, since Aspen jaguar have long lives most hunter are not willing to wait for it to die, beside when the jaguar dies of a natural death its coat will lose their shine.

Aspen furs are now a hot item in the market these days and the wearer of the coat gets the same benefits. Another problem that the jaguar faces is that of its eyes. The eyes of the jaguar when extracted and worn can absorb 3d4 spells levels. The younger the jaguar is, the more it sparkles. At birth some blood says that the eyes of the cubs are constantly glowing. The jaguars themselves however cannot use the spell absorbing powers and will get pretty touchy if some berk mentions how beautiful its eyes are. Despite all these troubles the jaguar can flee if it choose to, they're quite shy against humanoids especially humans but they do form friendship and trust now and them. But if the humans turn stag against them, they can either fight or plane-shift. Every member of the pack can planeshift 5 times per day. They can carry human passengers on the back to those who wish to hitch hike (but then again be reasonable, you can't expect a two months baby cub to carry your 150 lb PC).

In addition they can meld into stone as many times as they wish to. A dispel magic on the stone they have melded into will do nothing but a dismissal cast upon it will hurl the jaguar out. Lastly it ain't a good idea to try to kill it on its home-plane cause' one, its their home and they know more ins and outs than you, secondly they are protected by the powers of the Beastlands, namely two, Habbakuk and Milil. Killing them or even harming them might bring the attention of these two gods and there is a 50% chance that either of them will appear before the PCs are exert a quest on them, the quest is whatever the DM sees fit, the quest cannot be dispelled by even a wish. Outside the plane the chance is smaller, its 10% for every 10 jaguars killed.

Habitat/Society: Aspen Jaguar live together in a pack which contains about 5d6 jaguars. The mother is very protective of its litter and might even be annoyed when a male member of its pack starts "playing" with her children. Cutter who are invited to stay and chat with the Aspen Jaguar are advised not to handle the newborns as the mother jaguar can get slightly touchy. A mother jaguar gives birth to about 1d3 cubs per year, delivering 5 cubs per year is considered a miracle. This may about the mother's protectiveness toward the cubs. However they are still far from total extinction.

Ecology: With no real opponents (except for hunters) Aspen Jaguars can be considered the top of the food chain. Mages claim that the blood of these jaguars can make a cutter immune to all injuries, dunno if its true or not cause no one has every tried it and those who attempt to kill an Aspen Jaguar never return to tell its tale.

Summoning: Aspen Jaguar can be summoned by mages of any good alignment or neutral wizards with good tendencies. The mage could use the normal find familiar spell but additional material components includes emeralds totalling to 2000 gp, peppermint leaves and a holy symbol dedicated to any nature gods. The extra components are to be decorated within an elaborate warding circle and the holy symbol to be placed in the centre. If successful an Aspen Jaguar will appear. The caster will gain 2d5 hp, he can make a saving throw for any fire or cold based spells at a +4 bonus and he can meld into stone once per day. The Jaguar receives half of the casters hp, +1 HD and +4 bonus to spells.

Index


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