Jaul Mezmin
Creature 6 (unique) — beast, human, humanoid, werecreature
Pre-Remaster content. May include legacy alignment.
FlankerShadeLANDbeast
Source: abomination-vaults-bestiary (Pre-Remaster)
Perception +14; low-light-vision, scent (imprecise) 30 feet
Languages common; wolf empathy
Skills acrobatics +12, athletics +15, deception +12, nature +14, survival +14
Str
+5
Dex
+2
Con
+0
Int
-1
Wis
+4
Cha
+2
Items Katar (2), Bejeweled Necklace featuring a Porpoise
AC 24
Fort +12
Ref +14
Will +16
+1 status vs. poison
HP 120
Resistances poison 3
Weaknesses silver 7
Speed 25 feet
Abilities
Wolf Empathy (primal) — Jaul can communicate with lupines.
+1 Status to All Saves vs. Poison —
Change Shape (concentrate, polymorph, primal) — Human
Melee fist +16 (agile, nonlethal), Damage 1d6+7 bludgeoning damage
Wolf
Speed 40 feet
Melee jaws+16/+11/+6, Damage 2d8+7 piercing damage plus Knockdown
The werecreature changes into its humanoid, hybrid, or animal shape. Each shape has a specific, persistent appearance. A true werecreature's natural form is its hybrid shape.
In humanoid shape, the werecreature uses its original humanoid size, loses its jaws and claws Strikes, and gains a melee fist Strike that deals bludgeoning damage equal to the slashing damage dealt by its claw.
In animal shape, its Speed and size change to that of the animal, it gains any special Strike effects of the animal that it didn't already have (such as Grab), and it loses its weapon Strikes.
The monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the Impersonate use of Deception. The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block.
Melee fist +16 (agile, nonlethal), Damage 1d6+7 bludgeoning damage
Wolf
Speed 40 feet
Melee jaws+16/+11/+6, Damage 2d8+7 piercing damage plus Knockdown
The werecreature changes into its humanoid, hybrid, or animal shape. Each shape has a specific, persistent appearance. A true werecreature's natural form is its hybrid shape.
In humanoid shape, the werecreature uses its original humanoid size, loses its jaws and claws Strikes, and gains a melee fist Strike that deals bludgeoning damage equal to the slashing damage dealt by its claw.
In animal shape, its Speed and size change to that of the animal, it gains any special Strike effects of the animal that it didn't already have (such as Grab), and it loses its weapon Strikes.
The monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the Impersonate use of Deception. The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block.
Curse of the Werewolf (curse, primal) — This curse affects only humanoids.
Saving Throw DC 23 Fortitude
On each full moon, the cursed creature must succeed at another Fortitude save or turn into a werewolf until dawn.
The creature is under the GM's control and goes on a rampage for half the night before falling unconscious at dawn.
Saving Throw DC 23 Fortitude
On each full moon, the cursed creature must succeed at another Fortitude save or turn into a werewolf until dawn.
The creature is under the GM's control and goes on a rampage for half the night before falling unconscious at dawn.
Moon Frenzy (polymorph, primal) — When a full moon appears in the night sky, Jaul must enter his hybrid form, can't Change Shape thereafter, becomes Large, increases his reach by 5 feet, and increases the damage of his jaws by 2.
When the moon sets or the sun rises, Jaul returns to humanoid form and is Fatigued for 2d4 hours.
When the moon sets or the sun rises, Jaul returns to humanoid form and is Fatigued for 2d4 hours.
Wolf Coordination — Jaul's Strikes deal 1d6 extra damage to creatures within his wolf's reach.
Primal Prepared Spells DC 24, attack +15
3rd Lightning Bolt, Wall of Thorns
2nd Water Breathing
1st Feather Fall, Grease, Heal (×2), Magic Fang, Summon Animal
Cantrips (3rd) Acid Splash, Detect Magic, Produce Flame, Tanglefoot
Primal Focus Spells DC 24, attack +16; 1 Focus Point
1st Heal Animal
WORKS WELL WITH
AnvilLANDAn Anvil keeps enemies engaged in melee so Jaul can apply Knockdown with his bite and exploit positioning-based damage.
WeaverLANDA Weaver herds enemies into positions where Jaul can flank and coordinate takedowns with his pack-hunting style.
MenderLANDA Mender supports Jaul through his Moon Frenzy's reckless aggression, keeping the werewolf operational.
PUNISHES
✖ isolation✖ low Fortitude✖ stealth
Multiple Flankers compete for positioning without an Anvil to anchor the engagement.
Works well with · Punishes · Pairing advice
Unlock with Tactics
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