Jahi
The jahi is an evil spirit of unfulfilled desires that appears as a
ghostly image of a serpentine, scaled worm with three elongated
faces. Nearly invisible, it is normally found wrapped around the throat
or chest of a creature it has selected to be its "chosen one."
A jahi seduces the ambitious and downtrodden alike, promising
fame, fortune, and celebrity. Once it has a
chosen one, the monster
begins to accumulate a group of followers,
who form the nucleus of a
debauched cult of personality that is ultimately
turned to
the jahi's
worship. The creature feeds off the adoration of these followers,
all the while encouraging them to greater heights of excess.
Incorporeal Nature. The jahi doesn't require air, food, drink, or sleep.
Jahi
Tiny fiend, lawful evil
- Armor Class 12
- Hit Points 25 (10d4)
- Speed 0 ft., fly 60 ft. (hover)
STR DEX CON INT WIS CHA 1 (-5) 14 (+2) 10 (+0) 15 (+2) 15 (+2) 19 (+4)
- Skills Deception +10, Insight +5, Persuasion +10
- Damage Resistances acid, cold, fire, lightning, necrotic, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
- Damage Immunities poison
- Condition Immunities charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained
- Senses darkvision 60 ft., passive Perception 12
- Languages understands all languages but can't speak; telepathy 120 ft.
- Challenge 5 (1,800 XP)
Damage Transfer. The jahi can share the space of a creature it has charmed. While doing so, it takes only half the damage dealt to it, and the charmed creature takes the other half.
Deceptive Stealth. The jahi can attempt to Hide in plain sight by making a Charisma (Deception) check. While hidden in this way, it can be noticed by an opposing Wisdom (Insight) check.
Incorporeal Movement. The jahi can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
Innate Spellcasting. The jahi's spellcasting ability is Charisma (spell save DC 15). The jahi can innately cast dominate person at will, requiring no components.
Magic Resistance. The jahi has advantage on saving throws against spells and other magical effects.
Art Credit: Wizards of the Coast Monster Manual II, © 2002.
Actions
Ego Drain. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 (2d4) psychic damage, the jahi regains hit points equal to the psychic damage dealt, and the target's Charisma score is reduced by 1d4. A creature whose Charisma is reduced to 0 falls unconscious until it regains at least 1 point of Charisma, unless it is charmed by the jahi.
The reduction lasts until the target finishes a short or long rest.Ego Investiture. The jahi initiates a Charisma contest with an unconscious humanoid within 60 feet of it. If it wins the contest, the target becomes charmed by the jahi, and obeys the jahi's telepathic com-mands to the best of its ability. The target also uses the jahi's Charisma modifier and Deception and Persuasion skill proficiencies in place of its own.
This charmed condition lasts until the jahi ends it as a bonus action, the target is on a different plane of existence from the jahi, or the jahi is forced to abandon the target by an effect like the dispel evil and good spell. The jahi can have only one target charmed in this way at a time.
5th Edition statistics by /u/Galemp, 2019