# Julajimus
>[!rimg]+
> ![[Placeholder2.png]]
> >[!debug]+
> >greatsword: 4d6 (19-20/×2)
> >Melee/Ranged: +19/+12
> >Secondary: +14/+7
> >Multiattack: +17/+10
> >M/R_PA: +15/+8
> >2nd/PA: +10/+3
> >MA_PA: +13/+6
> >Itterative: 3
> > xDmg:: Str: +9; Str2: +13; StrOH: +4; StrPA: +17; StrPA2H: +25; StrPAOH: +8
> > xDCs:: Str: 27; Dex: 20; Con: 23; Int: 19; Wis: 18; Cha: 20
> > xFeat:: 6/8 (2)
> >
> >
> > xLang:: 0/1 (1)
<div class="grid-container"><div class="MON">Julajimus</div>
<div class="CR">CR 12 (19,200 XP)</div>
<div class="SOU">Monster Manual 2</div>
<div class="SYS">Dungeons & Dragons 3.5</div></div>
NE Huge Aberration
**Init** +6
**Senses** darkvision 60 ft.; **Perception** +19
**Aura** fear (DC 20 Will, 20 ft.)
#### defense
**AC** 22, 10 touch, 20 flat-footed (+2 Dex, +12 natural, –2 size)
**hp** 144 (16d8+80)
**Fort** +10, **Refl** +7, **Will** +10
**Feint** 26, **Demoralize** 26
**DR** 10/magic
**Immune** enchantment; **Resist** fire 10
**Weakness** vulnerable to sunlight
#### offense
**Speed** 50 ft.
**Melee** +1 greatsword +23/+18/+13/+8 (3d6+8/17-20)
**Space** 15 ft., **Reach** 10 ft.
**Special Attacks** enchantment immunity, fear aura, roar, stunning, sunlight vulnerability
#### statistics
**Str** 28, **Dex** 15, **Con** 20, **Int** 12, **Wis** 11, **Cha** 15
**BAB** +12, **CMB** +19, **CMD** 31, **TA** +19, **RTA** +12
**Feats** [[Cleave]], [[Great Cleave]], [[Improved Bull Rush]], [[Improved Initiative]], [[Power Attack]], [[Skill Focus]] (Disguise)
**Skills** Acrobatics +21 (+8 when jumping), Climb +28, Disguise +18, Perception +19, Sense Motive +16
**Languages**
#### special abilities
### Enchantment Immunity (Ex)
A julajimus is immune to all spells of the Enchantment school.
### Fear Aura (Su)
A julajimus radiates a fear aura that can chill the blood of the bravest warrior. Any living creature within 20 feet of the monster must make a Will save (DC 20) or become frightened. Anyone who saves successfully is immune to this ability for 24 hours. Each round, a frightened subject gets a new saving throw at the same DC. This a mind-affecting fear effect.
### Roar (Su)
Three times per day a julajimus can loose an ear splitting roar that can be heard for miles. Every creature with 60 feet must make a Fortitude save (DC 23) or become deafened for 3d6 hours and take 6d6 points of subdual damage.
### Stunning (Su)
If a julajimus successfully scores a critical hit with its claws, the opponent must make a Fortitude save (DC 23) or be stunned for 1d4 rounds by the force of the blow. A stunned creature is unable to act and loses any positive Dexterity bonus to AC. Furthermore, any attacker gains a +2 bonus on attack rolls against it.
### Sunlight Vulnerability (Ex)
A julajimus becomes paralyzed when exposed to sunlight. Each round, it can make a Fortitude save (DC 20) to resist the paralysis. Once paralyzed, it is helpless, although its damage reduction and fire resistance still make it difficult to kill. The paralysis lasts for 1d4 rounds after the exposure to sunlight ends.