Jachyrine (3.5e Race)

From D&D Wiki

Jump to: navigation, search


Some people are animals on the inside, while some, like the Jachyrines, don't even try to hide it...” —Arris Morticaine, Human Necromancer and Philosopher.


Within their tribes, the Jachyrines are very competetive with one another, often finding ways to prove they are stronger, faster, and otherwise better than the others. Despite thier barbaric nature, these beasts are quite dedicated and proud of their tribes, often giving their lives for the defense of their home and territory. They rarely tread into land beyond their tribal territory, staying out of the issues and problems of the outside world and focusing upon themselves, but there have been times when their needs and wants have caused them to work with the other races as well. Exploring with other races and going on grand quests is also a way for the Jachyrines to expand their own status within their tribes.

When they are searching for prey, hunting for supplies, or scouting their territories, the Jachyrines are like wolves in the fact they work most often in packs. The size of the pack is determined by the situation. While working in this pack mentallity, they often work together to form cunning ambushes, surprising their target with sudden and violent bursts of frenzied combat. As a race, the Jachyrines seem to feed on the fear and pain of others, using it to drive themselves into a horrific frenzy of violence. If they are working solo, which is rare, but does happen from time to time, a single Jachyrine will use combat tactics to make it appear they are not alone. This means often attacking swiftly and fleeing from view just as quick.

Physical Description[edit]

Jachyrines are often mistaken for werewolves by other races for their appearance. They are tall, muscular, fur−covered and quite dangerous, even without a weapon. They stand on two legs as a human, but have the fur, facial features, and tail of a jackal. The color of the fur is often unique to each Jachyrine; one could be mostly black with a large silver stripe down his back, while another can be covered in red fur with gold−hued leopard−style spots. Thier eyes are usually gold, brown, or amber−colored, but other varieties have been seen as well. Each finger ends with a vicious claw, and some stories tell of a breed of Jachyrine whose claws emit a foul venom which aids in bringing down their enemies.


Most Jachyrines avoid other races, unless they share a common goal, or can gain something for their own personal status within the clan. Though Jachyrines have been known to ambush and attack cargo wagons for supplies, often gaining them pirate−like statuses from other races. It is a well known fact that Jachyrines are extremely territorial, but are always seeking to expand their tribal lands, either through semi−peaceful agreements, or hostile takeovers. This mindset, along with their animalistic nature, often leads to small confrontations between the Jachyrines and others.


The tribal and animalistic nature of the Jachyrine means they follow their own personal morals and ethics, even if it conflicts with those around them. They live for themselves and their tribe, and when they fight, they fight to win, even if the means to do win are disgusting and vicious. Though Jachyrines may not be Lawful, they may stray into the Good alignments, but this is very rare indeed.


Most of the tribes of Jachyrines dwell within forests and jungles, using the trees and brush to aid in their ambushes. Quite often, the tribal “villages” that the Jachyrines live in are among cliffs and caves, but they have been known to use the ruins of ancient temples, castles, and other buildings for their homes as well. Unfortunately for the outside races, this means that venturing into these places in search of history and treasure, might land an unlucky explorer on the Jachyrines’ dinner menu for the night.


Being the creatures that they are, Jachyrines often pay homage to those deities that have the domains and symbols of hunting, warfare, jackals, strength, and destruction. Every tribal village has at least one altar dedicated to their gods, and a village shaman that oversees any sacrifices and gifts given to their deities. Most of these sacrifices and gifts are in form of blood and flesh, victims of a recent hunt or ambush, or a captured enemy from a rival tribe.


Most Jachyrines speak Common, but every village has its own form of communicating simple commands to one another. These sound like clicks, growls, howls, and yelps. These coded messages are how tribal members tell one tribe from another, and has so far kept the tribes from ever uniting fully as a single race. Jachyrines also tend to learn the languages of any other races that might “share” their territory. This helps them barter for supplies and equipment with those around their tribe.


Jachyrine names are just as barbaric as the tribes and people themselves. They are called “cub” until they go on their first hunt or ambush, where the tribe's chieftan gifts the young Jachyrine with a first and last name. The first name is often a form of one of the cub’s fur colors, such as Crimson, Black, Ash, Sky, Cloud, Cobalt, Dust, Shadow, Frost, Blood, or Light. The last name is a form of the cub’s second fur color combined wither either a personal trait, body part, or highlights the first kill of the cub. This can be something like Blackfist, Snowburn, Flamejump, Silverdeath, or Nightsong.

Racial Traits[edit]

  • +4 Strength, +2 Dexterity, +2 Constitution, −2 Intelligence, −2 Wisdom, −2 Charisma: Jachyrines are strong, powerful hunters and warriors. They can move quickly and strike fast, but their animalistic nature causes them to be a little slower mentally, while their appearance often causes people to mistake them for werewolves.
  • Monstrous Humanoid: Though they appear to be vaguely human in shape, the Jachyrines look more like brutal humanoid cousins of the jackal.
  • Medium: Being medium in size, the Jachyrine gains no bonuses.
  • Jachyrine base land speed is 30 feet: Primal Stance: If a Jachyrine drops to all four and uses all four limbs like an animal, they can gain 10 extra feet to their base land speed.
  • Low—Light Vision: 60 Feet
  • Racial Hit Dice: A Jachyrine starts with 4 levels of Monstrous Humanoid, which provides 4d8 Hit Dice, a Base Attack Bonus of +4, and base saving throw bonuses of Fort +1, Ref +4, Will +4.
  • Racial Skills: A Jachyrine‘s monstrous humanoid levels give it skill points equal to 7 × (2 + Int Modifier, minimum 1). Its class skills are Intimidate, Jump, Listen, Search, and Spot. Jachyrines have a +4 racial bonus to Balance, Climb, and Jump checks.
  • Racial Feats: A Jachyrine‘s monstrous humanoid levels give it two feats.
  • Natural Weapons (ex): All Jachyrines are proficient with the claws at the tips of each finger, as well as their bite attack. These claws deal 1d4 points of damage, and their teeth deal 1d6.
  • +2 Natural Armor Bonus.
  • Natural Cunning (ex): Due to their tribal and animalistic behavior, Jachyrines have developed an innate cunning and logical ability. This gives them immunity to getting lost, even via maze spells, and allows them to track enemies using the Survival skill. As well, Jachyrines may never be caught flat-footed.
  • Fur Color: Every Jachyrine has two fur colors, and depending on those colors, will gain various bonuses. A Jachyrine may never change his fur color, unless through a miracle or wish spell.
    • Black: Gains a +2 bonus to Hide and Move Silently checks.
    • Blue: Gains a +2 bonus to Climb and Swim checks.
    • Brown: Gains a +2 bonus to Bluff and Sense Motive checks.
    • Golden: Gains a +4 bonus to resist all Poisons, Diseases, Venoms, and Toxins and their effects.
    • Green: Claw and Bite attacks become poisonous. The damage is 1 point of either Str, Dex, or Con damage every 1d4 rounds. The Fort DC is equal to 10 + Jachyrine‘s HD.
    • Red: Gains a +2 bonus to Intimidate and Gather Information checks.
    • Silver: Gains a +2 bonus to Listen and Spot checks.
    • White: The Jachyrine can move faster, as if they have the Run Feat.
  • Violent Frenzy (su): This is a unique special ability that allows the Jachyrines to adapt quickly in battle to overtake their victims. The Violent Frenzy ability has four different effects, listed below. This racial rage trait causes them to deal more damage, and take less damage for a short period of time. The bonuses gained are affected by the HD of the Jachyrine (Explained below with each effect). Once the Jachyrine strikes a creature, or is attacked himself, the effects of Violent Frenzy begin on the following round of action. Once combat has ended, the bonuses gained while in the Frenzy fade at a rate of 1 point per round.
    • Bleeding Rage (su): Whenever a Jachyrine is struck, either with a weapon or spell, it quickly begins to adapt its movements in order to avoid future damage. By doing this, the Jachyrine gains a +1 Temporary Misc. Modifier to their Armor Class and Reflex saves each round they take damage. They can only gain a temporary bonus equal to the Jachyrine‘s HD
    • Sadistic Frenzy (su): Jachyrines thrive off the pain and suffering of others, so seeing their victim bleed drives them to desire more. Each round that a Jachyrine deals damage, they gain a +1 bonus to both their Attack and Damage rolls on the following round. The Jachyrine‘s HD is the maximum this bonus can get to, so a beast with 8 HD can only gain +8 worth of bonuses.
    • Masochism Bliss (su): The thrill of battle, the enjoyment of seeing their victims suffer, its like the Jachyrine just had three birthdays rolled into one, and he's not about to let anyone take away that glory. While in this horrid frenzy of pain and blood−letting, the Jachyrine slowly tunes out his own pain. This means that each time a Jachyrine is struck by a either a weapon or spell, it “soaks” some of the damage. The amount is equal to the Jachyrine's HD, and although the beast is able to shrug off this portion of damage while enraged in combat, the damage will take effect once the Violent Frenzy ability fades away.
    • Rend (ex): When a Jachyrine in this bloody, horrid, wicked frenzy reaches their maximum potential for bonuses (All bonuses equal their HD), they are able to use the Rend feature. After a successful grapple, the Jachyrine establishes a hold with her claws and begins to rip the flesh from their victim. The damage dealt is equal to Xd4 where X is equal to the Jachyrine‘s HD. This damage is automatic. This ability to rip enemies limb from limb vanishes once the Frenzy bonuses begin to fade away.
  • Pack Hunter (ex): Whenever two or more Jachyrines work together, they each gain a +1 bonus to their attack rolls, and deal 1 extra point of damage for each Jachyrine in the pack. As well, they each gain a +2 bonus to all saving throws, but this bonus is not effected by the number used in the pack.
  • Automatic Languages: Common. Bonus Languages: Gnoll, Goblin, Gnome, Dwarven, Dragonic, Elven, Terran, Undercommon, Orc, Giant.
  • Favored Class: Any Non—Magical such as Fighter, Barbarian, Rogue.
  • Level Adjustment: +3

Vital Statistics[edit]

Table: Jachyrine Random Starting Ages
Adulthood Simple Moderate Complex
55 years +2d4 +3d6 +3d8
Table: Jachyrine Aging Effects
Middle Age1 Old2 Venerable3 Maximum Age
100 years 140 years 185 years +2d8 years
  1. At middle age, −1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  2. At old age, −2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  3. At venerable age, −3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
Table: Jachyrine Random Height and Weight
Gender Base Height Height Modifier Base Weight Weight Modifier
Male 7' 0" +1d8 425 lb. × (1d4) lb.
Female 6' 6" +1d6 400 lb. × (1d4) lb.

Back to Main Page3.5e HomebrewRaces

Home of user-generated,
homebrew pages!