# Murderjack >[!rimg]+ > ![[Placeholder2.png]] > >[!debug]+ > >touchMelee/Ranged: +12/+10 > >Secondary: +7/+5 > >Multiattack: +10/+8 > >M/R_PA: +12/+10 > >2nd/PA: +7/+5 > >MA_PA: +10/+8 > >Itterative: 2 > > xDmg:: Str: +5; Str2: +7; StrOH: +2; StrPA: +5; StrPA2H: +7; StrPAOH: +2 > > xDCs:: Str: 22; Dex: 20; Con: 21; Int: 19; Wis: 18; Cha: 23 > > xFeat:: 5/8 (3) > > > > > > xLang:: 0/2 (2) <div class="grid-container"><div class="MON">Murderjack</div> <div class="CR">CR 9 (6,400 XP)</div> <div class="SOU">Web</div> <div class="SYS">Dungeons & Dragons 3.5</div></div> NE Medium Fey **Init** +7 **Senses** low-light vision; **Perception** +1 #### defense **AC** 21, 13 touch, 18 flat-footed (+2 armor, +3 Dex, +6 natural) **hp** 105 (15d6+60) **Fort** +9, **Refl** +12, **Will** +10 **Feint** 18, **Demoralize** 26 **DR** 10/cold iron; **SR** 20 #### offense **Speed** 50 ft., climb 50 ft. **Melee** incorporeal touch +5 (1d6 wis) **Space** 5 ft., **Reach** 5 ft. **Special Attacks** frightening presence, sudden lunge, woodland concealment Bard Spells Known (CL 10th, Concentration +16) > 0 (at-will)— > 1st (7/Day)— > 2nd (6/Day)— > 3rd (4/Day)— > 4th (2/Day)— #### statistics **Str** 20, **Dex** 17, **Con** 18, **Int** 15, **Wis** 13, **Cha** 22 **BAB** +7, **CMB** +12, **CMD** 25, **TA** +12, **RTA** +10 **Feats** [[Combat Expertise]], [[Combat Reflexes]], [[Improved Feint]], [[Improved Initiative]], [[Weapon Focus]] (claw) **Skills** Acrobatics +21 (+8 when jumping), Bluff +24, Climb +31, Diplomacy +24, Escape Artist +21, Knowledge (nature) +20, Perception +1, Stealth +21, Survival +16 **Languages** #### special abilities ### Frightening Presence (Su) When a murderjack charges or attacks, it inspires terror in all creatures within 30 feet that have fewer Hit Dice or levels than it has. Each potentially affected opponent must succeed at a DC 23 Will save or become panicked. Creatures with equal or more Hit Dice become shaken only on a failed save. If a victim (whatever its Hit Dice) is caught in the range of three or more murderjacks and fails to resist at least three of their frightening presence effects, she also suffers 1d4 points of Wisdom damage from the soul-numbing fear. This is a mind-affecting fear effect. The save DC is Charisma-based. ### Sudden Lunge (Su) Once per hour, a murderjack can move up to its speed as a free action. A murderjack often uses this ability to rush an opponent during the surprise round so it can make a sneak attack. The murderjack has no interest in fair fights. It prefers to use hit-and-run tactics over the course of several hours or even days, leaving its victim both horrified and fatigued. Only when murderjacks are confident that they outclass their victim, or they outnumber him, do they attack. When in a group, they work together to flank foes and keep them confused and disorganized with their spells and frightful presence. ### Woodland Concealment (Su) In woodland areas, the murderjack's green and brown seems to blur and fade into the background. Attacks directed at the murderjack when it is in a woodland area suffer a 20% miss chance.