Large undead, lawful neutral

Armor Class 18 (natural armor)
Hit Points 104 (11d10 + 44)
Speed 40 ft.

20 (+5) 15 (+2) 18 (+4) 10 (+0) 16 (+3) 14 (+2)

Saving Throws Con +8, Wis +7
Skills Insight +7, Perception +7
Damage Immunities necrotic, poison
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, poisoned
Senses truesight 120 ft., passive Perception 17
Languages all
Challenge 9 (5,000 XP)


  • Deathless Fortitude. If damage reduces the jarjacha to 0 hit points, it must make a Constitution saving throw with a DC equal to 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the jarjacha drops to 1 hit point instead.
  • Inquisitorial Aura. The jarjacha can detect sin within 100 feet and knows precise detail about the particular sin committed – who, when, where, how – and so forth. It also knows when a creature lies within this aura. Finally, any creature in combat with the jarjacha that has committed a sin (GM’s discretion) takes 3 (1d6) fire damage each round at the start of its turn. A creature that has committed the sin of incest takes 10 (3d6) fire damage.
  • Sin-Eater. The jarjacha fights more effectively against sinners, GM’s discretion as to when and how a creature might be considered guilty of one or more of the following sins. Each sin stacks, for example, traitorous murderer would trigger both related effects:
    • Attacks do double damage vs murderers
    • Advantage on attack rolls vs traitors.
    • AC 20 vs deserters and cowards.
    • Advantage on all saves vs blasphemers.
    • Fire does double damage vs oath-breakers.
    • Torturers are automatically hit.
    • A non-specified sin as determined by the GM – add the energy drain effect to each of its attacks: Unless the target is immune to fire damage, its Strength score is reduced by 1d4. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest.
    • Incestuous creatures suffer all these affects. Targets become aware of the specific sin and the additional effects associated with that sin after the first interaction with the jarjacha.
  • Two Heads. The jarjacha has advantage on Wisdom (Perception) checks and on saving throws against being stunned or knocked unconscious.
  • Vigilant. The jarjacha can’t be surprised.


  • Multiattack. The jarjacha makes two bite attacks.
  • Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one creature. Hit: 27 (6d6 + 6) piercing damage plus 14 (4d6) necrotic damage.


This curious creature resembles nothing so much as an oversized two-headed llama with long necks and glowing eyes, with each of its heads wearing a ceremonial death mask, intricately painted and inlaid with semiprecious stones. Its fur is shaggy and grayish-white, and as it moves it utters a loud, rattling cry of “jar-jar-jar” that echoes through the hills and villages. It has a hunger for human flesh, but particularly the flesh of the sinful and cruel who have committed carnal crimes against their families, friends, and communities.

Beast of Judgment. The onset of the jarjacha brings fear and trembling to the villages nearby. All who know its call know it means there is a terrible sinner among them, and friends and family may turn on one another in seeking out the corrupt in their midst to be punished by divine retribution. Some may seize those they believe to be guilty and burn them at the stake in an attempt to turn aside the jarjacha’s wrath.

Section 15: Copyright Notice

Latin American Monsters (5E) © 2021, Legendary Games; Authors Miguel Colon, Ismael Alvarez, Robert J. Grady, Jason Nelson.

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