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Great Jaggi
Large dragon, unaligned
Armor Class 16 (natural armor)
Hit Points 123 (13d10 + 52)
Speed 60 ft.
Saving Throws Dex +4, Con +6, Wis +3 Skills Perception +3, Stealth +4 Damage Vulnerabilities fire
Senses passive Perception X
Languages —
Form Flock. As a bonus action, the jaggi can move up to its speed toward a nonhostile jaggi that it can see.
Pack Tactics. The jaggi has advantage on attack rolls
ACTIONS
Bite. Melee Weapon Attack: +X to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage.
Claw. Melee Weapon Attack: +X to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage.
Tail. Melee Weapon Attack: +X to hit, reach 10 ft., one target. Hit: X (2d6 + 4) bludgeoning damage.
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Varients: Great Baggi and Great Wroggi
As the typical jaggi have relatives that are similar, so to do those relatives have forms equivalent to the great jaggi, as detailed below.
Great Baggi. Baggi are like jaggi but have one horn and can spit a special liquid that puts creatures to sleep. Baggi live in the tundra.
A great baggi has the following action option.
Soporific Spit. Ranged Weapon Attack: +5 to hit, range 15/30 ft., one target. Hit: The target must succeed on a DC X Constitution saving throw or be knocked unconcious for 1 minute. The target wakes up if it takes damage or if another creature takes an action to shake it awake.
Great Wroggi. Wroggi have two green poison-generating organs that run from their mouths down to their throats. A wroggi can spit poison and is weak to cold rather then fire. Wroggi can live in volcanoes but they usually live in forests.
A wroggi has the following action option.
Poison Spit. Ranged Weapon Attack: +5 to hit, range 15/30 ft., one target. Hit: The target must succeed on a DC X Constitution saving throw or take 21 (6d6) poison damage.
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