Kajhar (5e Creature)

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Large monstrosity, unaligned

Armor Class 13 (natural armor)
Hit Points 42 (5d10 + 15)
Speed 40 ft.

17 (+3) 15 (+2) 16 (+3) 4 (-3) 14 (+2) 7 (-2)

Skills Perception +5, Stealth +5
Senses darkvision 60 ft., passive Perception 15
Challenge 5 (1,800 XP)

Keen Hearing and Smell. The kajhar has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Pack Tactics. The kajhar has advantage on attack rolls against a creature if at least one of the kajhar's allies is within 5 feet of the creature and the ally isn't incapacitated.


Multiattack. The jakhar makes two attacks: one with its bite and one with its claw.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage, and the target is grappled (escape DC 14) and must succeed on a DC 14 Strength saving throw or be knocked prone. Until this grapple ends, the target is restrained and the kajhar cannot make bite attacks against other targets.

Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.

Kajhars are large reptilian predators that hunt in packs typically consisting of no more than five members. When the kajhar's mighty jaws clamp down on its prey, it drags its target to the ground where it can easily be finished off with a strike from its claws. The pack then swarms around the fallen and devours it, picking the carcass clean before moving on.
Kajhars are native to deserts, but they can survive almost anywhere prey and heat are plentiful, from steaming jungles to underground lava tubes. Some creatures have even trained kajhars to serve as mounts or guard or hunting beasts.

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