al-Kathos - Jahar

by Michael Gillen

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Beast of Chaos, Chaotic Evil

Armor Class 1 Str 16
Movement 12 Dex 13
Level/Hit Dice 15 Con 17
Hit Points 89 Int 9
THAC0 5 Wis 4
No. of Attacks 3 Cha 7
Damage/attack 2d8 + 5 (Great Scimitar of Speed +4)
Special Attacks Chaos Wave
Special Defenses Chaos Ward
Special Weaknesses Lawful Good aligned people get +5 to hit and damage
Magic Resistance See below
Morale 19 XP-value 19,000

Appearance

Jahar appears as a relatively ugly heavily muscled man with a heavily hooked nose. His face is heavily scared and is dressed in leather armor that is extremely loose, as well as his huge scimitar. He has a short neatly trimmed beard and goatee, and his hair is black and sparse.

Background

Here is Jahar's flattering verse in The Song of the Seven Martyrs:

Wispy wind crossed the sun burnt sand
And as we flee the Great War Lord's hand
Here is the tale of the great Jahar, martyr
And as we hear his tale we shed a tear.

He drew his sword
And he ran headlong with his blade
Drew his greatest scimitar nigh
A protector of the world so dark.

Move a like a flash
And he received a grievous wound
And died at the hands of War Lord's Lieutenant
And there he lied, alone but not forgotten.

In truth he was not anywhere like that. He was a gambler, womanizer and drunk who fought with the other martyrs until the last moment, when he defected to the side of Malbus. Realizing that his comrades would kill him if he found out, he killed several of them. However, his poem gets that wrong, portraying him as a hero to the end.
In all actuality Jahar did not truly die there. Malbus drained away his soul and threw it into a great abyss, called the Throne of the Screaming Damned. There for a thousand days and a day Jahar was tortured, when his soul was returned his power rivaled Malbus. However now Jahar is simply the shell for his soul as well as nine hundred ninety nine souls that were also in the pit, all of which have been driven mad, as some have spent twenty thousand years in the Throne of the Screaming Damned.

Current Sketch

A lost tortured soul, he wanders the Land of Fate with a strange, darkened haze covering his eyes. He has seemed to lost all touch to the physical world, seeming to only need to kill and perpetuate all that is chaos. Several records have been marked for him, chief of which is Volume 89 Chapter 64 (the Final chapter and volume) in The Tome of History of Al-Dadim, recorded by the historian Henrata:

...today the city was attacked by a powerful demon from Hell. It marched up to the doors of the city and pounded with his large hands onto it for several minutes, and then he stopped and screamed, this continued for several hours...we went to reinforce the door and it burst open, destroying the battalion that was stationed there. Drawing into the city gates, he screamed and his aura changed colors from red to blue to other shades like dancing lights. The entire army attacked [The Demon] and they all passed onward [died] due to his immense strength. We prayed for aid from the cup of Jasin the Bountiful, but our prayers were for naught the city burned for seven days and seven nights, and afterwards we searched the surrounding land to find the demon, and he was gone, and now we went to rebuilding the city. We then decided to move on to the City of the Lost instead...

Combat

Jahar will first use his great scimitar of speed +4, getting of three attacks per round before anyone else can react. However, Chaos ward affects him each round. This is as per the first level priest spell from Player's Option TM: Spells & Magic, if you do not have this book, roll 1d6 each round: 1: No effect; 2: +1 Penalty to AC; 3: -1 bonus to AC; 4: +1 bonus to hit and damage; 5: -1 penalty to hit and damage; 6: roll twice ignoring results that cancel each other out and sixes.
Once per turn, Jahar may send out a wave of complete chaos, this affects it's victims at the end of the round and Jahar may not do any other actions for that round, the round before, and the following round. The receivers (All within 20 feet) must make a save versus spell with a +1 bonus if lawful, none if neutral, and -1 if already chaotic. All who fail act chaotic neutral and falling to a confusion spell for 1d6 rounds, as well as suffering from the confusion spell for 1d10 rounds after that. Those who are affected for the maximum duration must make a madness check at a +2 bonus. All who fail automatically become chaotic neutral in alignment, as well as whatever affect was proscribed from the check. Any person who is heavily devoted to a quest or deed (DM's approval) is immune to this, as they fall outside of the realm of chaos.

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