Jazul Shiredo (5e Creature)
From D&D Wiki
Large giant, chaotic evil
Damage Vulnerabilities radiant
Innate Spellcasting (Psionics). The jazul's innate spellcasting ability is Wisdom (spell save DC 12, +4 to spell attacks). The jazul can innately cast the following spells, requiring no components:
Regeneration. The jazul regains 20 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight. If the jazul takes acid, fire, or radiant damage, this trait doesn't function at the start of the jazul's next turn.
Stench. Any creature that starts its turn within 10 feet of the jazul must succeed on a DC 16 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the stench of all jazul for 24 hours.
Sunlight Hypersensitivity. The jazul takes 20 radiant damage (this includes its vulnerability to radiant damage) when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.
Multiattack. The jazul makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (3d4 + 4) piercing damage and the target must succeed on a DC 16 Constitution saving throw or take 19 (3d12) poison damage
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.
Rarely, some jazul are born with innate psionic abilities thanks to the energy that suffuses certain parts of the Underdark. These jazul are the only ones that hold some measure of power in the chaotic mess of jazul society, acting as counsellors called shiredo by their kin.
Vile Nature. A jazul shiredo doesn't require sleep.