Jagre Champion (5e Creature)
Jagre Champion[edit]
Huge giant (shapechanger), lawful evil Armor Class 15 in humanoid form, 19 in kamatlan form (cipactli dragon scale mail)
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 17 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 13, +5 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: +9 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) bludgeoning or slashing damage. Maca (Humanoid Form Only). Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 19 (3d8 + 6) slashing damage or 16 (3d6 + 6) bludgeoning damage, or 22 (3d10 + 6) slashing damage or 19 (3d8 + 6) bludgeoning damage if used with two hands. Snakes (Kamatlan Form Only). Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 13 (2d6 + 6) piercing damage, and the target must make a DC 13 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 13 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.
LEGENDARY ACTIONSThe jagre can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The jagre regains spent legendary actions at the start of its turn. Detect. The jagre makes a Wisdom (Perception) check. |
Throughout all of Jagre Nexal, dozens of jagre vie for the chance to honor Zaltec, the patron war god, and the Ancient Ones, the small coven of drider priests that lead them. Of these wars, only a handful each century become their champions; the chief emissaries and defenders of Nexal. Jagre champions regularly test their might against the cipactli that call the four lakes of the Valley of Nexal home, in turn creating openings for lesser travelers to move in and our of the valley, and use their scales to fashion armor to protect their second skin. If the Ancient Ones ever need to send a message to the nations surrounding Jagre Nexal, a champion followed by three or four lesser jagre is more than enough to do so. |
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