Jazul (5e Creature)
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Large giant, chaotic evil
Damage Vulnerabilities radiant
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.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.
Jazul are degenerate giants that live in the Underdark, where they stalk the depths in unending vigil, for they do not need any sleep. They are vicious monsters that hate and fear sunlight, for it burns their flesh and stymies their regenerative qualities.
Predatory and Territorial. Jazul declare whole caverns to be their hunting grounds, marking the edges of their territory with offal and blood, sometimes in intricate designs, and at times the foul artistry is even beautiful in a morbid way, though this is the extent of jazul culture. Of all the things jazul hate, they hate each other most of all, and attack each other in battles that last until one or both are unconscious or dead, only ceasing if a significant threat to both arises. Jazul stink horribly, and when they devour everything in their territory, they move on.
Debased Giants. A jazul is a debased and noisy giant that has no sense of stealth, subtlety or deception, and they attack anything that confuses them. Their eyesight was lost long ago, and now they rely on their keen senses of smell and hearing to navigate their cavernous homes. They can sometimes be trained by other Underdark dwellers to act as guards or soldiers, but they only work as long as they are fed.
Vile Nature. A jazul doesn't require sleep.