Great Jaggi (5e Creature)
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Large dragon, unaligned
Multiattack. The jaggi makes three attacks: one with its bite, one with its claws and one with its tail.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage.
Tail. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.
Summon Packmates (Recharge 5-6). The jaggi lets out an echoing howl and calls 3d6 jaggi. The called creatures arrive in 1d4 rounds, acting as allies of the jaggi.
Form Flock. The jaggi moves up to its speed toward a nonhostile jaggi that it can see.
Adult male jaggi are known as great jaggi and are the leaders of their packs. In battle, a great jaggi calls upon the pack to surround and overwhelm prey and gives them orders with a variety of growls and howls.
Variants: Great Baggi and Great Wroggi
As the typical jaggi have relatives that are similar, so do those relatives have forms equivalent to the great jaggi, as detailed below. When a great baggi or great wroggi uses Summon Packmates, it calls baggi or wroggi, respectively.
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.
Soporific Spit. Ranged Weapon Attack: +5 to hit, range 15/30 ft., one target. Hit: The target must succeed on a DC 15 Constitution saving throw or be knocked unconscious 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. Wroggi can live in volcanoes but they usually live in forests.
Poison Spit. Ranged Weapon Attack: +5 to hit, range 15/30 ft., one target. Hit: The target must succeed on a DC 15 Constitution saving throw or take 21 (6d6) poison damage and be poisoned for 1 minute. While poisoned, the creature takes 14 (4d6) poison damage at the start of each of its turns. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.