No. Enc.: 0 (1d8)
Movement: 0' (0')
—Fly: 180' (60')
Armor Class: 3
Hit Dice: 4+2
Attacks: 1 (bite)
Hoard Class: None
Jammerheads are 10-12' long, sleek monstrosities with broad heads, feathered wings, and gaping maws. They never sleep, and prowl the skyways in a never-ending quest for living prey.
Flailing filaments line a jammerhead's backside. These tendrils continually generate an EMP field that disables all technological systems—computers, Advanced melee weapons and firearms, the majority of Ancient artifacts, powered armors, robots, etc.—within a 25' radius. Such devices reactivate in 1d12 turns after leaving the area of effect. Even Android PCs are susceptible; they must make a Saving Throw Versus Stun at a -3 penalty or fall "unconscious" with the same reactivation period as above.
Jammerheads are never surprised.
Mutations: Unique Mutation ("Electromagnetic Pulse Generation"), Unique Sense (360-Degree Vision)