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Jarbos; The little desert creatures
Topic Started: Feb 9 2007, 11:17:42 PM (162 Views)
Savarast
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Deity

Jarbo, Dune
[Magical Beast]

Hit Dice: 1d8-1
Initiative:+4
Speed: 40ft
Armor Class:20: 10+6(dex)+2(natural)+2(deflection)
Base Attack/Grapple: -2/-6
Attack: -2
Full Attack: -2Bite 1d4-2, -2Claws 1d4-2 x2
Space/Reach: .5/0
Special Attacks: Bilowing Sand
Special Qualities: Dicern Water
Saves: Fort-1, Ref+7, Will-1
Abilities: Str6, Dex22, Con8, Int4, Wis8, Cha14
Feats: --
Skills: Hide+8, Jump+8
Enviroment: Desert
Organization: Pack (2-8), Family (9-16), Tribe(17-32)
Challenge Rating: 1/3
Treasure: --
Alignment: Neutral
Advancment: --
Level Adjustment: --

The jarbo has fur of diffrent shades of beige and brown, it has black beady eyes, and a long kangaroo-like tail. It resembles a rabbit, though it stands hunched on it's two back legs. In an instant, it can drop to all four limbs and dart away at amazing speeds, using it's powerful hind legs to propel itself over the dunes.

Dicern Water: A Jarbo can sense water of any amount out to a 100-mile radius.

Bilowing Sand: A running Jarbo kicks up sand and loose debris as it runs, giving it concealment from pursuers. Pursuers within 40ft of the Jarbo also become blinded for one round if they do not suceed a DC12 Will check.


Jarbo, Drift
[Medium] [Magical Beast]

Hit Dice:3d8+3
Initiative:+3
Speed: 40ft
Armor Class: 19: 10+5(dex)+2(natural)+2(deflection)
Base Attack/Grapple: +2/+2
Attack: +2
Full Attack: +2Bite 1d6+2, +2Claws 1d4+2 x2
Space/Reach: 5/5
Special Attacks: Bilowing Sand
Special Qualities: Dicern Water
Saves: fort+3, ref+8, will+2
Abilities: str10, dex20, con12, int6, wis10, cha14
Feats: Run
Skills: Hide+10, Jump+10
Enviroment: Desert
Organization: Pack (2-8), Family (9-16), Tribe(17-32)
Challenge Rating: 1
Treasure: --
Alignment: neutral
Advancment: --
Level Adjustment: --

The Jarbo has fur of diffrent shades of beige and brown, it has black beady eyes, and a long kangaroo-like tail. It resembles a rabbit, though it stands hunched on it's two back legs. In an instant, it can drop to all four limbs and dart away at amazing speeds, using it's powerful hind legs to propel itself over the dunes. The Drift Jarbo is a larger member of a Jarbo community, and is ofter the leader.

Dicern Water: A Jarbo can sense water of any amount out to a 100-mile radius.

Bilowing Sand: A running Jarbo kicks up sand and loose debris as it runs, giving it concealment from pursuers. Pursuers within 40ft of the Jarbo also become blinded for one round if they do not suceed a DC14 Will check.
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