Jyoti
Description
Enigmatic and swift to anger, the avian race known as the jyoti are xenophobic natives of the Positive Energy Plane. Though some believe the jyoti are inherently good because their home plane is the source of all life, these beliefs are quite in error, for the jyoti react to all other races with wary suspicion at best, and usually assume the worst and attack before they can themselves be attacked. They guard their crystalline cities from all intrusion, especially by creatures from other planes and servants of the gods. They have been known to hold dangerous artifacts in their vaults on behalf of desperate visitors, though in the case of holy or unholy artifacts, the jyoti are more likely to destroy the artifacts as soon as possible.
Jyoti loathe natives of the Shadow Plane and the Negative Energy Plane in particular, though there is an element of pity in their actions toward undead. They never discuss the sceaduinar, and even hearing that name inflames jyoti into immediate anger. Those who dare argue on the sceaduinar's behalf are immediately attacked.
Combat Stats
- Melee
- +1 ghost touch spear +14/+9/+4 (1d8+4/×3 plus 1d6 fire), bite +8 (1d6+1 plus 1d6 fire)
- Ranged
- ray +16 ranged touch (by spell)
- SR
- 20
- Defensive Abilities
- divine aversion, positive energy affinity
- Racial Modifiers
- +4 Knowledge (planes), +4 Knowledge (religion), +4 Perception
Ability Scores
Proficiencies
Weapons: Martial, Simple
Special Attacks
Breath Weapon — A jyoti's breath weapon is a focused burst of searing fire infused with positive energy. Undead in the area take 11d8 damage rather than 11d6.
Positive Energy — A jyoti's natural weapons and any weapons it wields strike as if they were ghost touch weapons. In addition, any weapon (natural or manufactured) a jyoti uses deals +1d6 fire damage on a hit.
Feats
Special Abilities
Universal Monster Rules
Special Abilities
Feats, Traits & Items
You get a +4 bonus on concentration checks made to cast a spell or use a spell-like ability when casting on the defensive or while grappled.
You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.
When flying, the creature can take a move action and another standard action at any point during the move. The creature cannot take a second move action during a round when it makes a flyby attack.
You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.
Dodge bonuses stack with each other, unlike most types of bonuses.
If you move more than 5 feet this turn, you gain 20% concealment for 1 round against ranged attacks.
Skills
Fly +9, Heal +16, Intimidate +16, Knowledge (planes) +19, Knowledge (religion) +19, Perception +20, Sense Motive +16, Stealth +19
Spells
- Type
- Outsider
- Alignment
- N
- Size
- Medium
- Environment
- any (Positive Energy Plane)
- Organization
- solitary, pair, or flight (3-8)
- Treasure
- double (+1 ghost touch spear, other treasure)
- Senses
- darkvision 60 ft., low-light vision; Perception +20
- Languages
- Aquan, Auran, Common, Ignan, Terran
- Source
- Bestiary 2