| Hit Dice: | 16d8+80 (152 hp) |
| Initiative: | +6 |
| Speed: | 50 ft. (10 squares) |
| Armor Class: | 22 (–2 size, +2 Dex, +12 natural), touch 10, flat-footed 20 |
| Base Attack/Grapple: | +12/+29 |
| Attack: | Bite +19 melee (3d10+9) |
| Full Attack: | Bite +19 melee (3d10+9) and 2 claws +14 melee (3d8+4) |
| Space/Reach: | 15 ft./10 ft. |
| Special Attacks: | Fear aura, roar, stunning |
| Special Qualities: | Alternate form, darkvision 60 ft., damage reduction 10/magic, immunity to enchantment, resistance to fire 10, sunlight vulnerability |
| Saves: | Fort +10, Ref +7, Will +10 |
| Abilities: | Str 28, Dex 15, Con 20, Int 12, Wis 11, Cha 15 |
| Skills: | Climb +18, Disguise +14, Intimidate +12, Jump +18, Listen +10, Spot +10; racial bonuses |
| Feats: | Cleave, Great Cleave, Improved Initiative, Improved Bull Rush, Power Attack, Skill Focus (Disguise) |
| Environment: | Temperate forests |
| Organization: | Solitary |
| Challenge Rating: | 12 |
| Treasure: | Double standard |
| Alignment: | Always neutral evil |
| Advancement: | 17–32 HD (Gargantuan); 33–48 HD (Colossal) |
| Level Adjustment: | — |
Villagers often tell stories of the julajimus to their children. At some point in such a tale, the main character, a child, takes in a cute animal as a pet despite repeated warnings from his or her parents that there isn’t enough food or space for the creature. The story ends with the rebellious child hiding the creature, only to have it turn into a julajimus one night and eat the child alive. In fact, the name “julajimus” is derived from an ancient phrase “julaji molus,” or “eater of children.” Ancient texts hint that the cult of an evil god created the first julajimuses from human prisoners.
A julajimus stands a bit more than 18 feet tall and looks somewhat like a massive baboon. Its arms are long and muscular, with four fully articulated joints each. The monster has dark blue or black fur covering its body, plus a long, blue, reptilian tail. The mouth of a julajimus is disproportionally large for the head and filled with razor-sharp teeth the size of scimitar blades.
Julajimuses are territorial, gathering in pairs only once per decade to mate. The presence of a julajimus in an area has a strange effect on nearby wildlife, causing animals to become more aggressive than normal. The monster is not afraid of civilization, and the lights of a village at night can attract a curious julajimus to investigate.
Julajimuses speak Common.
The julajimus enjoys the sensation of gnawing on living creatures, so it always attacks with its bite first, then follows up with slashes from its two claws. Despite its size, the julajimus is fast and can easily outrun most prey.
Alternate Form (Su): At will, a julajimus can produce an effect like that of the polymorph spell, except that the only forms it can assume are those of small, cuddly animals (such as a rabbit, chipmunk, or kitten), and reverting to its true form is a free action. This ability helps the julajimus lull its victim into a false sense of security before it shifts into its natural form to attack. See Alternate Form.
Enchantment Immunity (Ex): A julajimus is immune to all spells of the Enchantment school.
Fear Aura (Su): A julajimus radiates a fear aura that can chill the blood of the bravest warrior. Any living creature within 20 feet of the monster must make a Will save (DC 20) or become frightened. Anyone who saves successfully is immune to this ability for 24 hours. Each round, a frightened subject gets a new saving throw at the same DC. This is a mind-affecting fear effect.
Roar (Su): Three times per day, a julajimus can loose an earsplitting roar that can be heard for miles. Every creature within 60 feet must make a Fortitude save (DC 23) or become deafened for 3d6 hours and take 6d6 points of subdual damage.
Stunning (Su): If a julajimus successfully scores a critical hit with its claws, the opponent must make a Fortitude save (DC 23) or be stunned for 1d4 rounds by the force of the blow.
Sunlight Vulnerability (Ex): A julajimus becomes paralyzed when exposed to sunlight. Each round, it can make a Fortitude save (DC 20) to resist the paralysis. Once paralyzed, it is helpless, although its damage reduction and fire resistance still make it difficult to kill. The paralysis lasts for 1d4 rounds after the exposure to sunlight ends.
Skills: A julajimus receives a +10 on Disguise checks when using its alternate form ability.
Source: Monster Manual II, page 133. This creature’s statistics block has been updated to version 3.5 as given in the D&D® V.3.5 Accessory Update for Monster Manual II. Renamed the polymorph self special quality to alternate form.