5e SRD >Creatures >

Jagladine Genetic Surgeon

Medium monstrosity, neutral evil

Armor Class 15 (studded marax leather armour) Hit Points 188 (25d8 + 75)
Speed 30 ft., climb 20 ft.

STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 16 (+3) 20 (+5) 15 (+2) 11 (+0)

Saving Throws Dex +9, Con +9, Wis +8, Cha +6
Skills Nature +11, Medicine +8
Damage Immunities poison
Condition Immunities disease, poisoned
Senses darkvision 60 ft., passive Perception 12
Languages Common, Deep Speech, Jagladine, Ultari
Challenge 14 (11,500 XP)

SPECIAL TRAITS

ACTIONS

  • Multiattack. The jagladine genetic surgeon makes four jagged shortsword attacks.
  • Jagged Shortsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage, and the target must make a DC 18 Constitution saving throw, taking 24 (7d6) poison and necrotic damage on a failed save, or half as much damage on a successful one, from the shadow poison applied to the blade.
  • Alchemical Barrage (Recharge 6). The jagladine genetic surgeon makes two attacks, choosing any combination of acid jar, caustic glue, and stink bomb.
    • Acid Jar. The jagladine genetic surgeon selects a point up to 60 feet away, each creature within 10 feet of the acid jar must make a DC 15 Dexterity saving throw, taking 24 (7d6) acid damage on a failed save or half as much damage on a successful one, and each creature adjacent to the target takes 2 acid damage.
    • Caustic Glue. The jagladine genetic surgeon selects a point up to 60 feet away, each creature within 10 feet of the caustic glue must make a DC 15 Dexterity saving throw, taking 24 (7d6) acid damage and is slowed (as the slow spell) for 1 minute on a failed save or half as much damage and not slowed on a successful one.
    • Stink Bomb. The jagladine genetic surgeon selects a point up to 60 feet away, each creature within 20 feet of the stink bomb must make a DC 15 Constitution saving throw or have disadvantage on all attack rolls and saving throws. The gas persists in the area until the start of the jagladine’s next turn. Any creature entering or starting in the area not affected by the stink bomb must also make a save to avoid the effects. Jagladine are immune to this effect.
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