Jazul Shiredo (5e Creature)

From D&D Wiki

Jump to: navigation, search

Jazul Shiredo[edit]

Large giant, chaotic evil


Armor Class 14 (natural armour)
Hit Points 84 (8d10 + 40)
Speed 30 ft.


STR DEX CON INT WIS CHA
19 (+4) 9 (-1) 20 (+5) 7 (-2) 12 (+1) 9 (-1)

Proficiency Bonus +3
Damage Vulnerabilities radiant
Condition Immunities blinded
Senses blindsight 30 ft. or 10 ft. while deafened (blind beyond this radius), passive Perception 11
Languages Common, Giant, Undercommon
Challenge 7 (2,900 XP)


Blind Senses. The jazul can't use its blindsight while deafened and unable to smell.

Blessing of the Deep. The jazul has advantage on saving throws against being charmed, frightened, paralysed, poisoned, stunned, or put to sleep.

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:

At will: light, mage hand (the hand is invisible), minor illusion
1/day each: cone of cold, enlarge/reduce, spiritual weapon

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

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.

ACTIONS

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.
Though jazul normally attack each other on sight, they refrain from doing so if their target is a shiredo, allowing the shiredo passage through its territory without the threat of attack, but the jazul makes no assurances of the shiredo's safety, and might well devour its corpse if it is killed by one of the many perils of the Underdark.
If a shiredo fails at its duties or dies, it is devoured by a jazul which it named to be its replacement, which then absorbs the shiredo's psionic powers and gains its role. The shiredo also have a greater measure of defence against various maladies.

0.00
(0 votes)

Back to Main Page5e HomebrewCreatures

Home of user-generated,
homebrew pages!


Advertisements: