Archjins

Archjins are evil outsiders that venture to the mortal planes to collect the souls of mortals. They usually take the form of an attractive member of the race they are assuming, to tempt mortals of the opposite sex. While they may hunt after normal mortals, they find the most joy in collecting the souls of powerful adventurers. Some claim that the Archjins actually pay tribute to some more powerful entity, delivering a number of the souls they collect to their dark master.

In their natural form, Archjins have the legs of a goat, the wings of a bat and the upper body of a dragon. They are humanoid, but cloak themselves in illusions to better hide in society. Sometimes they are accompanied by the ghosts of mortals whose souls they have acquired, acting as bodyguards. Archjins can be very persuasive and diplomatic, but if they cannot have the soul they seek they are more likely to kill the creature than to let it live.

Archjins age as humans, but with each soul they acquire (actually receive, not simply made a deal to receive) they are considered to be ten years younger in terms of calculating their physical modifiers for their age category and how long they have to live.

Medium Outsider (Evil, Extraplanar, Lawful)
Hit Dice: 11d8+33 (86)
Initiative: +2
Speed: 30 ft, Fly 30 ft (poor)
Armor Class: 26 (+2 dex, +14 natural)
Base Attack/Grapple: +11/+15
Attack: 2 Claws +15, Bite +15
Damage: 2 Claws (1d10+4) and Bite (1d12+4)
Space/Reach: 5ft/5ft
Special Attacks: Breath Attack, Spell-Like Abilities
Special Qualities: Grant Wish, Soul Claim, Shapechange, Darkvision 60 ft, Damage Reduction 15/Good, Fire Immunity, Resistance to Cold and Acid 10, Fast Healing 5, Spell Resistance 23
Saves: Fort +16, Ref +15, Will +16
Abilities: Str 18, Dex 14, Con 16, Int 18, Wis 16, Cha 18
Skills: Concentration +17, Intimidate +18, Diplomacy +18, Hide +16, Move Silently +16, Spot +17, Search +18, Sense Motive +18, Balance +16, Spellcraft +18, Knowledge (arcane) +18, Knowledge (local) +18
Feats: Fly-By Attack, Iron Will, Great Fortitude, Lightning Reflexes
Environment: Any Lawful Evil-Aligned Plane
Organization: Solitary, pair or with two or more ghosts
Challenge Rating: 10
Treasure: Standard
Alignment: Always Lawful Evil
Advancement: By Character Class
Level Adjustment: -

Breath Attack: A cone of fire fifty feet long once every 1d4 rounds that deals 11d6 damage.

Spell-Like Abilities: 3/Day Baleful Polymorph, Plane Shift, Hold Person. All spells are cast as an 18th level wizard.

Grant Wish: An Archjin can grant any living, non-outsider creature a wish (as the spell.) An Archjin can only grant any individual creature a wish once. Usually, the Archjin grants a wish in exchange for the creature’s soul.

Soul Claim: An Archjin can make a deal with any living creature and perform a service (usually a Wish) or deliver a good in exchange for the creature’s soul. In order to do this, the creature must be living, must have a soul, cannot already have sold his soul and must have an intelligence score of at least three. Once the creature dies, assuming the Archjin kept up its end of the bargain, it gets the creature’s soul. That creature cannot be raised from the dead so long as the Archjin has its soul, and no known magic can break a contract with an Archjin. However, if the Archjin dies, all souls it currently owns are released. An Archjin can also willfully release a soul (usually in exchange for another.) If an Archjin fails to live up to its end of the contract, it loses claim over the soul. Archjins are sometimes accompanied by the spirits of those whose souls they own, as ghosts. These ghosts must obey the Archjin completely, though they are usually unhappy with the arrangement.

Shapechange: As the Polymorph spell, except an Archjin can only cast it on himself and it has an unlimited duration.

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