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WEREJAGUAR

Medium humanoid (human, shapechanger), chaotic evil

DEFENSE

Armor Class 12
Hit Points 45 (7d8 + 14)
Speed 30 ft. (40 ft. in jaguar form)

ABILITY SCORES

STR 13 (+1)DEX 14 (+2)CON 14 (+2)INT 10 (+0)WIS 11 (+0)CHA 10 (+0)

STATISTICS

Skills Perception +4, Stealth +4
Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
Senses passive Perception 14
Languages Common (can't speak in jaguar form)
Challenge 2 (450 XP)

TRAITS

Shapechanger. The werejaguar can use its action to polymorph into a jaguar-humanoid hybrid or into a jaguar, or back in its true form, which is humanoid. Its statistics, other than its AC, are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.

Keen Smell. The werejaguar has advantage on Wisdom (Perception) checks that rely on smell.

Pounce (Jaguar or Hybrid Form Only). If the werejaguar moves at least 20 feet straight toward a creature and then hits with a claws attack on the same turn, the target must succeed on a DC 11 Strength saving throw or be knocked prone. If the target is prone, the werejaguar can make one bite attack against it as a bonus action.

ACTIONS

Multiattack (Humanoid or Hybrid Form Only). The werejaguar makes two attacks: one with its bite and one with its claws or shortsword.

Bite (Jaguar or Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with werejaguar lycanthropy.

Claws (Jaguar or Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage.

Shortsword (Humanoid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

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