Jorganth (CR 8/MR 3)

This hulking serpentine eel is a mass of feelers, tentacles, segmented coils, and slashing scythe-like claws along its underbelly. Its maw is a mass of bristling fangs, and everywhere its dark, slimy scales and chitinous plates spark and hum with crackling current.

Jorganth (CR 8/MR 3)
XP 4,800
CE Large aberration (aquatic, mythic)
Init +6; Senses darkvision 60 ft., keen scent, tremorsense 60 ft.; Perception +14
Aura frightful presence (60 ft., DC 15)


AC 24, touch 12, flat-footed 21 (+2 Dex, +1 dodge, +12 natural, –1 size)
hp 100 (9d8+60)
Fort +7, Ref +5, Will +8
Defensive Abilities DR 5/epic; Immune electricity, pressure damage from deep water; Resist cold 10


Speed 10 ft., swim 60 ft.
Melee bite +11 (2d6+6/x3 plus 1d6 electricity), 2 tentacle +11 (1d6+6 plus 1d6 electricity and grab), tail slap +6 (1d8+3 plus 1d6 electricity)
Space 10 ft.; Reach 5 ft. (10 ft. with tentacles)
Special Attacks electric fieldMA, electric shock, hyper beamMA, mythic power (3/day, surge 1d6), rake (2 claws +6 (1d6+3 plus 1d6 electricity)), reflexive lashMA, will-o’-the-deep

Spell-Like Abilities (CL 9th; concentration +10)
At will—dancing lights


Str 22, Dex 15, Con 19, Int 11, Wis 14, Cha 13
Base Atk +6; CMB +13 (+17 grapple); CMD 26 (can’t be tripped)
Feats Blind-FightMF, Dodge, Improved Initiative, Power AttackMF, Wind Stance
Skills Acrobatics +10, Knowledge (dungeoneering) +5, Perception +14, Stealth +10, Survival +10, Swim +20
Languages Aklo, Aquan
SQ deep diver, feed on fear, wispling spawnerMA


Environment any oceans (or rarely in coastal saltmarshes)
Organization solitary, pair, or nest (3-6)
Treasure standard

Special Abilities

Deep Diver (Ex) Jorganths take no pressure damage from immersion in deep water.

Electric Field (Su) A mythic jorganth may activate or deactivate a pervasive electric field at will as a standard action. The electric field charges all metal items within a 30-foot radius with electricity for one round. Each turn the objects deal electricity damage to their wearers or bearers as follows: Creatures wearing heavy armor or wielding a heavy shield or two-handed weapon take 3d6 points of electricity damage. Creatures wearing medium armor or wielding a light shield or one-handed weapon take 2d6 points of electricity damage. Creatures wearing light armor or wielding a buckler or light weapon take 1d6 points of electricity damage. A creature that falls into more than one category takes damage based on the highest category that applies. A creature carrying or in contact with an equivalent mass of metal to the above categories takes an equivalent amount of damage.

In addition to damage, the lingering static charge accumulated by creatures and objects allows the mythic jorganth to perceive all affected objects and creatures as if it had blindsight for 1 minute, even if they move after taking damage from the electricity field. While the electricity field is active, the mythic jorganth’s location is revealed by a crackling aura of static electricity, though it still has total concealment against creatures that are not able to see invisible creatures.

A mythic jorganth can spend one use of its mythic power to energize its electric field, either doubling its damage (to 6d6, 4d6, or 2d6) or doubling its radius to 60 feet, or by spending 3 uses of its mythic power it can triple both damage and radius. The damage dealt by its field when so energized ignores all non-mythic forms of resistance or immunity to electricity. The effects of this energized field last only one round, and during this round a mythic jorganth becomes clearly visible to all forms of vision even if previously hidden or invisible.

Electric Shock (Ex) A jorganth produces a constant electrical charge from its body. Any creature it strikes with its natural weapons takes 1d6 points of electrical damage, as does any creature that strikes it with a natural weapon, unarmed strike, or melee touch attack. In addition, when a jorganth confirms a critical hit with one of its natural weapons, it delivers an intense shock that stuns the target for 1d4 rounds (DC 18 Fortitude negates). The save DC is Constitution-based.

Feed on Fear (Su) Any time a jorganth is within 15 feet of a dying creature or creature subject to a fear effect, it gains fast healing 5.

Hyper Beam (Su) As a standard action, a mythic jorganth can concentrate its electrical energies in a focused ray with a range of 120 feet, dealing 9d6 points of electricity damage with a successful ranged touch attack. This beam is highly destructive to inanimate objects, ignoring one-half of an item’s hardness and dealing full damage instead of half damage. On a critical hit with this beam, the target is stunned for 1d4 rounds (DC 18 Fortitude negates). After using this ability, its electric shock ability is suppressed until the end of its next turn. If the mythic jorganth expends one use of its mythic power, this beam deals 9d10 points of damage and ignores the electricity resistance or immunity of non-mythic creatures.

Reflexive Lash (Ex) As an immediate action when struck by a melee attack made by a creature it threatens, a mythic jorganth can make a tentacle or tail slap attack against the creature that attacked it. This attack occurs simultaneously with the attack that triggered it.

Will-o’-the-Deep (Sp) Once per hour as a full-round action, a jorganth can coalesce and vomit forth its electrical energies in the form of a will-o’-the-deep, a variant will-o’-wisp with the water subtype rather than the air subtype and a swim speed of 50 feet in place of a fly speed. Its statistics are otherwise identical. The will-o’-the-deep is considered a summoned creature and is under the jorganth’s telepathic command. A will-o’-the-deep remains present for 1 minute or until destroyed. After using this ability, the jorganth’s electric shock ability is suppressed for 1 minute.

Wispling Spawner (Sp) A mythic jorganth can use dancing lights as a spell-like ability at will. In addition, if it spends one use of its mythic power when summoning a will-o’-the-deep, its electric shock ability is not suppressed. It may also spend one use of its mythic power to grant the will-o’-the-deep the agile or savage simple mythic template, as described in Chapter 6 of Pathfinder Roleplaying Game Mythic Adventures.

Jorganths are otherworldly eel-serpents, invaders from beyond into the deepest and darkest reaches of the oceans on the homeworld of the player characters. At first glance they appear basically reptilian, though they combine wormlike and piscine features with insectile appendages and sensory organs. They are fierce predators and cunning hunters, able to track down their prey wherever they hide. An adult jorganth is nearly 20 feet long and weighs 1 ton.

Jorganth are famed and feared by fey and mortals alike, particularly aquatic races but also those living in coastlands that lie near deep ocean trenches and basins where jorganths congregate in numbers. Their hunger and savagery are unearthly in the extreme, but it is not only for flesh and blood that they hunger.

Jorganths are also psychic parasites, scavenging the naked terror of the creatures it hunts with an avid glee and tormenting it with hit-and-run attacks, disappearing in the gloom and lurking just out of sight, only to rush in again bringing agony and panic in its wake. Their alien psychophysiology appears to require the consumption of this psychic fodder as well as physical provender in order for them to grow, and jorganths are certainly not above preying on their own kind. In fact, jorganths learn well the meaning of fear trying to survive their larval stages, as most are devoured by their kin before reaching adulthood. This cannibalistic terrorism is perhaps why the species has never risen beyond the level of lurking terror in the depths to become a true threat to the civilized races above.

Habitat and Society
The jorganth is an otherworldly abomination of uncertain origins. They are found in numbers in the darker corners of the faerie oceans, and some contend these beasts were first spawned in the chaotic seas of the fey realms, darkling prowlers from the benighted depths where the joyous revels of aquatic faeries are never seen. There they feed upon the weaker inhabitants of the boundless reefs and pelagic abysms, as common camouflage and the glamours of the fey and their fey-touched pets are of no use against its hyperacute senses.

However, many believe their origins do not lie in the fey realms, but rather that they were first birthed in the material plane but on some far distant planet, and that they arrived in they realms by a chance transpatial thinness or rupture. This rupture happened so deep in the lightless depths of the faerie seas that it went unnoticed for many long years, time enough for the jorganths to proliferate in the deep waters, such that once the rulers of the fey realms realized they danger they were never able to locate and eradicate the nests of these alien predators.

At one point, the rulers of the fey sought to lure the enemy out of their own waters by enticing them into richer hunting grounds in the material world through planar vortices. Some of the jorganths took the bait but not all, and thus their threat not eradicated from the faerie oceans but instead now spread into the deep trenches of the mortal seafloor, there to once more seed their nests with their terrifying progeny.

Saltmarsh Jorganth
It is rare but not unheard of for jorganth to abandon the deep waters and crawl up onto the continental shelf and coastal reef waters, and thence even into tidewaters, bays, saltwater sloughs, and similar coastal wetlands. These jorganth are much like their deep-dwelling kin, but they are able to give birth to standard flying will-o’-wisps rather than will-o’-the-deeps.

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