Jarr CR 13
NE Gargantuan abberation
Init +1; Senses darkvision 60 ft.; Listen +16, Spot +16
Aura heat (15 ft., DC 27)
Languages Common
AC 21, touch 0, flat-footed 21, +2 deflection vs Good creatures
(–8 size, -3 Dex, +22 natural)
hp 224 (21 HD); fast healing 5; DR 10/magic
Immune negative energy
SR 23
Fort +18, Ref -2, Will +17
Weakness vulnerability to positive energy
Speed 30 ft. (6 squares)
Melee 2 tenticles (/19-20x2)
Space 20 ft.; Reach 20 ft.
Base Atk +15; Grp
Atk Options magic strike
Special Actions pestilant wave
Spell-Like Abilities (CL 15th)
At will—Protection from good (DC 17)
2/day— Quickened Avasculate/ (DC 23)
1/day—Pestilence (DC 25)
Abilities Str 38, Dex 4, Con 34, Int 10, Wis 13, Cha 22
Feats Ability Focus (pestilant wave), Alertness, Combat Casting, Improved Critical (fire bolt), Improved Initiative, Iron Will, Lightning Reflexes, Weapon Focus (tenticle)
Skills Concentration +24, Knowledge (religeon) +10, Listen +18, Spot +18
Advancement 22–40 HD (Colossal)
[b]Sickening Aura (Su)
At the end of each of their turns, creatures within 15 feet Jarr must succeed on DC 28 Fortitude saves or be fatigued. A successful save negates the effect. A fatigued creature that fails its save becomes exhausted. A creature must attempt this saving throw each round it is within range, whether or not it has succeeded on an earlier save. A creature that has resistance or immunity to disease is immune to this effect. The fatigued and exhausted conditions end 1 minute after leaving the aura’s area of effect. The save DC is Constitution-based.
Pestilant Wave (Su) Once per round as a standard action, a holocaust disciple can generate a wave of flame that rolls out from its body. Any creature within 60 feet of the holocaust disciple must succeed on a DC 28 Fortitude save or take points of negative energy damage. A successful save results in half damage. The save DC is Constitution-based.
NE Gargantuan abberation
Init +1; Senses darkvision 60 ft.; Listen +16, Spot +16
Aura heat (15 ft., DC 27)
Languages Common
AC 21, touch 0, flat-footed 21, +2 deflection vs Good creatures
(–8 size, -3 Dex, +22 natural)
hp 224 (21 HD); fast healing 5; DR 10/magic
Immune negative energy
SR 23
Fort +18, Ref -2, Will +17
Weakness vulnerability to positive energy
Speed 30 ft. (6 squares)
Melee 2 tenticles (/19-20x2)
Space 20 ft.; Reach 20 ft.
Base Atk +15; Grp
Atk Options magic strike
Special Actions pestilant wave
Spell-Like Abilities (CL 15th)
At will—Protection from good (DC 17)
2/day— Quickened Avasculate/ (DC 23)
1/day—Pestilence (DC 25)
Abilities Str 38, Dex 4, Con 34, Int 10, Wis 13, Cha 22
Feats Ability Focus (pestilant wave), Alertness, Combat Casting, Improved Critical (fire bolt), Improved Initiative, Iron Will, Lightning Reflexes, Weapon Focus (tenticle)
Skills Concentration +24, Knowledge (religeon) +10, Listen +18, Spot +18
Advancement 22–40 HD (Colossal)
[b]Sickening Aura (Su)
At the end of each of their turns, creatures within 15 feet Jarr must succeed on DC 28 Fortitude saves or be fatigued. A successful save negates the effect. A fatigued creature that fails its save becomes exhausted. A creature must attempt this saving throw each round it is within range, whether or not it has succeeded on an earlier save. A creature that has resistance or immunity to disease is immune to this effect. The fatigued and exhausted conditions end 1 minute after leaving the aura’s area of effect. The save DC is Constitution-based.
Pestilant Wave (Su) Once per round as a standard action, a holocaust disciple can generate a wave of flame that rolls out from its body. Any creature within 60 feet of the holocaust disciple must succeed on a DC 28 Fortitude save or take points of negative energy damage. A successful save results in half damage. The save DC is Constitution-based.

