Jagre (5e Creature)
Jagre[edit]
Huge giant (shapechanger), lawful evil Armor Class 11 in humanoid form, 13 in kamatlan form (hide)
Saving Throws Dex +2 (+6 in kamatlan form) Brave. The jagre has advantage on saving throws against being frightened and charmed. Shapechanger. The jagre can use its action to polymorph into its kamatlan form, or back into its true form, which is humanoid. Its statistics, other than its AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. Keen Smell (Kamatlan Form Only). The jagre has advantage on Wisdom (Perception) checks that rely on smell. Pounce. If the jagre moves at least 20 feet straight toward a creature and then hits it with an unarmed strike or maca attack on the same turn, that target must succeed on a DC 16 Strength saving throw or be knocked prone. If the target is knocked prone, the jagre can make an attack with its snakes against it as a bonus action. Spellcasting. The jagre is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The jagre has the following cleric spells prepared: Cantrips (at will): light, resistance, thaumaturgy ACTIONSMultiattack. The jagre makes two melee attacks. Unarmed Strike. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) bludgeoning or slashing damage. Maca (Humanoid Form Only). Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18 (3d8 + 5) slashing damage or 15 (3d6 + 5) bludgeoning damage, or 21 (3d10 + 5) slashing damage or 18 (3d8 + 5) bludgeoning damage if used with two hands. Snakes (Kamatlan Form Only). Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) piercing damage, and the target must make a DC 12 Constitution saving throw, taking 21 (6d6) poison damage on a failed save, or half as much damage on a successful one. Sleep Breath (Kamatlan Form Only, Recharges after a Short or Long Rest). The jagre exhales sleep gas in a 30-foot cone. Each creature in that area must succeed on a DC 12 Constitution saving throw or fall unconscious for 10 minutes. This effect ends for a creature if it takes damage or someone uses an action to wake it.
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During the Night of Wailing, when Cordell's Golden Legion broke down the walls of Nexal, the capital city of the Nexalan Empire that ruled most of Maztica, with intent to slaughter as many of its inhabitants as possible, the patron god of Nexal, Zaltec, blessed its citizens with the strength of orcs, and its Jaguar Knight protectors with the strength of ogres. The greatest of its warriors, who wore not the pelt of a jaguar but of a kamatlan, were given the greatest portion of his strength. Much of a jagre's power lies in its kamatlan pelt, which becomes one with them while they are in their kamatlan form. A jagre whose pelt is stolen is not only humiliated, but loses its ability to shapechange. Many jagre undergo a ritual to have their pelt fused to their skin permanently so that it can never be stolen, but this is considered nearly as shameful as having it stolen, as it implies that they expect to have it stolen, or worse that they expect to lose an upcoming battle. |
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