Monsters:
Yurgim
 
 
By: Jan Willem v.d. Brink
Type: Monstrous Humanoid or Undead
Difficulty: CR 2 or 3
Game: Dungeons & Dragons (D&D)

Living Yurgim Undead Yurgim
Type: Medium Monstrous Humanoid Medium Undead
Hit Dice: 3d8+6 (19 hp) 3d12 (19 hp)*
Initiative: +4 (Improved Initiative) +4 (Improved Initiative)
Speed: 30 ft. (6 squares) 30 ft. (6 squares)
Armor Class: 16 (+6 natural) 16 (+6 natural)
Base Attack/Grapple: +3/+5 +1/+5
Attack: Claw +6 melee (1d4+2) Claw +6 melee (1d4+6 plus poison)
Full Attack: 2 claws +6 melee (1d4+2) 2 claws +6 melee (1d4+6 plus poison)
Space/Reach: 5 ft./5 ft. 5 ft./5 ft.
Special Attacks: - Poison
Special Qualities: Darkvision 60 ft., undyingUndead traits, +2 turn resistance
Saves: Fort +3, Ref +3, Will +5 Fort +1, Ref +1, Will +5
Abilities: Str 14, Dex 10, Con 14, Int 12, Wis 15, Cha 8 Str 18, Dex 10, Con -, Int 12, Wis 15, Cha 6
Skills: Concentration +4, Knowledge (nature) +6, Listen +5, Spot +5, Survival +7 Concentration +4, Knowledge (nature) +10, Listen +7, Spot +7, Survival +9
Feats: Improved Initiative, Weapon Focus (claw) Improved Initiative, Weapon Focus (claw)
Climate/Terrain: Cold Mountains Cold Mountains
Organisation: Solitary, pair or family Solitary
Challenge Rating: 2 3
Treasure: None None
Alignment: Usually neutral Usually neutral
Advancement: 4-6 HD (Medium-size) 4-6 HD (Medium-size)
Level Adjustment: - -

Yurgim are strange, shy creatures, that become suicidal at a certain age, to come back from the dead an hour later.

Living Yurgim
A living yurgim is a muscular humanoid. An adults stand about 7 feet tall, and has a small head, with a large nose and mouth. Its eyes lie deep below the jutting fore-head, making the creature look far less intelligent than it is. The body of a yurgim is covered with deep-blue fur. The fur grows everywhere, except on its face, hands, and soles of its feet. They have strong claws where a white fluid constantly drips from. This fluid enables the yurgim to return from the dead after they kill themselves (see below).
The omnivorous yurgim live high in the mountains, where they spend most of the day searching for food. They have a strong bond with nature. Yurgim live and sleep outside, although they hide in caves to survive storms and to hibernate. They do not craft or use any tools or weapons.
Living yurgim mate for life. They raise their offspring together, and they make sure they never have more than one child to look after at any given time. When it's three years old, a child can fend for itself and leaves its parents.
All yurgim feel it's time to become undead yurgim at some point in their life. This usually happens when it is 35 to 40 years old, an age at which female yurgims can no longer give birth. The yurgim then leaves its mate (if it has one) and searches for a safe environment where it kills itself. This often happens in a cave. It then becomes an undead yurgim.
Living yurgims speak common.

Combat
Yurgim are peaceful creatures, but when threatened or provoked, they prove to be fierce fighters, using their claws to rip opponents apart.
Undying (Ex): At a certain moment in its life, a living yurgim feels the need to kill itself. It rips open its own throat with its claws (this is a full-round action that provokes attacks of opportunity). The strange fluid that drips from the claws enters the self-induced wound and causes the yurgim to come back to life again. The fluid has no effect on any other creatures, including other yurgim. The creature remains dead for an hour, but its soul does not leave the body. During this hour, all hair falls from the yurgims body, and it looses its reproductive organs. While it is dead, it has all the statistics of its undead form, but with Intelligence 0.
If the yurgim had any wounds when it killed itself, or if anyone or anything wounded it when it was dead, the undead yurgim will have the same amount of wounds. So if it is dealt more damage than the number of hit points it has, the creature will not rise from the dead. Any spell or effect of which the duration has not ended when the yurgim becomes an undead creature remains in effect, unless the yurgim is immune to it in its new form, in which case it is immediately negated.
Living yurgims will only commit suicide in a safe environment, with no other creatures around.

Undead Yurgim
Undead yurgim look like living yurgim without fur. They have a deep-brown hide. An undead yurgim retains the memories and knowledge it had in life. It does not need to search for food anymore, and it does not sleep.
Undead yurgim spend all their time observing nature and contemplating.
Undead yurgim speak common, although they vary rarely have anything to say.

Combat
Hit Dice: *An undead yurgim has the same number of hit points it had in life.
Poison (Ex): The transformation from living to undead yurgim changes the properties of the fluid that drips from its claws. It looks the same as the fluid that comes from the claws of a living yurgim, but unlike that fluid, it is highly poisonous. Injury, Fortitude DC 15; initial and secondary damage 1d6 temporary Constitution. The save is Constitution-based and includes a +4 racial modifier.

Licensing:
This material is distributed under the Open Game License Version 1.0a (view a copy of the license). The following is designated as Product Identity, in accordance with Section 1(e) of the Open Game License, Version 1.0a: all names. All text in this document is designated as Open Game Content, except the previously claimed Product Identity.

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