When the first explorers landed on Tas-Nabrenor, their expedition was beset by items disappearing and by strange lights and noises in the jungle. Although this ultimately failed to prevent exploitation of the island, it did lead to Tas-Nabrenor's reputation as a haunted place.
In reality, the effects were caused by a spirit race known as the junji, slender secretive creatures from the wild jungles. A junji is a spirit creature, roughly humanoid and about 4-5 ft. tall with a long slender torso and arms longer than its legs. They have vaguely goat-like faces and are covered with light downy hair. Junji are capable of shifting their colour to match their background, a fact that led to the brief belief that they were an offshoot of the salsham'ai (although the junji are far more adept at this than the salsham'ai). Their legends claim that they came to Tas-Nabrenor through a magical gateway, but the way back has long since been lost.
The junji were a materially poor race before the humans came to Tas-Nabrenor, but have come to covet what the humans possess. Although they don't understand many of the items bought by humans, they enjoy owning them nonetheless. Some junji have stowed away on ships leaving the Tas-Nabrenor city of Paradise, and can hence be found across Conclave.
Junji
Medium Fey (Spirit)
Hit Dice:3d6 (10 hp)
Initiative: +8
Speed: 40 ft. (8 squares)
Armor Class: 15 (+1 natural, +4 Dex), touch 14, flat-footed 11
Base Attack/Grapple: +1/+2
Attack: Claw +2 melee (1d4+1 plus special)
Full Attack: 2 claws +2 melee (1d4+1 plus special)
Space/Reach: 5 ft./5 ft.
Special Attacks: Dazing touch, spell-like abilities
Special Qualities: Low-light vision, electricity resistance 10, spell resistance 13
Saves: Fort +2, Ref +7, Will +4
Abilities: Str 12, Dex 19, Con 11, Int 10, Wis 14, Cha 12
Skills: Bluff +9, Climb +9, Hide +20, Listen +12, Move Silently +12, Sleight of Hand +12, Spot +12
Feats: Alertness, Improved Initiative
Environment: Any forest.
Organization: Solitary, Pair, Gang (1d6) or tribe (20-120)
Challenge Rating: 2
Advancement: By character class
Level Adjustment: +3
Combat
Junji prefer to use their stealth to avoid combat. If confronted, they use their claws but try to escape at the earliest opportunity.
Dazing Touch (Su): Any creature touched by a junji must make a DC 12 Will save or be dazed for one round. The DC is Charisma-based. A junji can combine this with a claw attack if it wishes.
Spell Resistance (Su): Junji have spell resistance equal to 10 plus their hit dice. A typical junji without class levels has a spell resistance of 13.
Spell-Like Abilities: At will – dancing lights, ghost sounds, invisibility. 3/day – glitterdust, mage hand, ventriloquism. All at caster level 3rd.
Skills: A junji has a +8 racial bonus to Bluff and Hide checks.
Junji Characters:
Junji with character levels usually take levels of rogue or expert. The spellcasters amongst them are usually adepts, but may add the spells of either the Trickery or Fire domains (but not the domain powers) to their list of available spells. Those with the Fire domain worship the volcanoes of Tas-Nabrenor. Junji have the following ability score modifiers: Str +2, Dex +8, Wis +4, Cha +2.
Junji are originally nature spirits, but the belong neither to the Celestial Bureaucracy nor the Netherworld. They are tricksters and troublemakers that exist between the two, tied somehow to the mortal realm. Few people know they exist, even on Tas-Nabrenor their presence is more a source of rumour than of fact. There is even a possibility that they are not native to Conclave at all, and originate either from one of the Wanderers (planets that circle beneath the dome of the Firmament), or from another world entirely.
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