Jherikite CR 10

XP 9,600
CE Huge magical beast
Init +3 Senses darkvision 90 ft., low-light vision, scent; Perception +12


AC 19, touch 11, flat-footed 19 (+4 deflection, -1 Dex, +8 natural, -2 size)
hp 167 (13d10+65)
Fort +15, Ref +7, Will +6
Immune sonic, deafness


Speed 40 ft.
Melee two +20 slams (2d6+9 bludgeoning plus 2d6 sonic, 19-20/x2)
Special Attacks cacophony (100 ft. line, 8d6 sonic plus permanent deafness, Fort DC 22 negates deafness/half damage)


Str 28, Dex 9, Con 21, Int 3, Wis 15, Cha 11
Base Atk +13; CMB +24; CMD 33
Feats Cleave, Critical Focus, Deafening Critical, Great Cleave, Great Fortitude, Improved Initiative, Improved Sunder, Lunge, Power Attack
Skills Climb +25, Intimidate +10, Perception +12


Cannot Be Silenced (Su)

A jherikite is immune to magical and mundane silence. Its cries can be heard, and its powers function normally even areas of magical silence or in hard vacuum. If the jherikite enters an area of magical silence, or itself is subject to the spell, it is affected as by rage. This effect lasts as long as the jherikite remains in the area of silence.

Deafening Critical (Ex)

The jherikite has the Deafening Critical feat, and anytime it successfully deafens a target with this ability, its cacophony breath weapon recharges.

Shattering Cry of Pain (Su)

Anytime the jherikite is takes damage from a melee attack, the attacker is exposed to a devastating blast of ultrasonics. Make a DC 22 Fort save for each glass, crystal, ceramic or similar item worn or carried on the creature’s body; failure indicates that item shatters and gains the broken condition.

Sonic Field (Su)

A coruscating field of solid sound and discordant vibration provides the jherikite with a +4 deflection to Armor Class.


Environment warm and temperate plains, hills and ruins
Organization usually solitary
Treasure incidental

Jherikites are riotously noisy. They spend virtually all their waking hours screaming endlessly at the heavens, or noisily pounding away at walls or trees, until they shatter.

You’ll likely hear one a mile or more before you see it – these monsters are fairly easy to avoid.

Jherikites are dumb in the extreme. Jherikites charge mindlessly into battle against any hominids that enter their miles-wide territory, rushing in for the pleasure of gory murder. When hunting ordinary animals for its meat, it always opens with its hypersonic breath weapon. Against hominids, this breath weapon is a last resort: the jherikite prefers splintering skulls and cracking spines with its mighty fists. The creatures have an instinctive love of violence, and enjoy blasting and beating homes, grain silos and walls to powder. Jherikites are indiscriminately violent, and even rival nations and factions will put aside their differences long enough to bring the savage beast down.

Jherikites resemble distorted gorillas more than twelve feet tall at the shoulder. Parts of their ungainly, muscular bodies are sheathed in thick, leathery black scales, while other body parts are garbed in wiry black fur. Jherikites are barrel chested and seemingly neckless, with circular, toothy mouths capable of unleashing a scream capable of pulverizing bone.

Section 15: Copyright Notice

Nemesis Unleashed Volume II. Copyright 2019, Otherverse Games. Author: Chris A. Field

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