Lycanthrope, Werejaguar

Family: Lycanthropes

Medium humanoid (human, shapechanger), neutral

Armor Class 12
Hit Points 105 (14d8 + 42)
Speed 30 ft. (40 ft. in jaguar form), climb 20 ft. (jaguar form only), swim 20 ft. (jaguar form only)

16 (+3) 15 (+2) 16 (+3) 10 (+0) 13 (+1) 10 (+0)

Skills Acrobatics +4, Perception +3, Stealth +4, Survival +3
Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons
Senses darkvision 60 ft., passive Perception 13
Languages Common (can’t speak in jaguar form)
Challenge 3 (700 XP)


  • Ambush (Jaguar or Hyrbid Form Only). If a werejaguar hits a creature with a claw attack, and the creature is surprised, the werejaguar may use a bonus action to make a bite attack.
  • High Jumper (Jaguar form only). With a 10-foot running start, the jaguar can long jump up to 25 feet. The werejaguar can jump 10 feet vertically and can safely land after a fall of twice that distance.
  • Keen Smell. The werejaguar has advantage on Wisdom (Perception) checks that rely on smell.
  • Shapechanger. The werejaguar can use its action to polymorph into a jaguar-humanoid hybrid or into a jaguar, or back into its true form, which is humanoid. Its statistics, other than its size, 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.


  • Multiattack (Humanoid or Hybrid Form Only). In humanoid form, the werejaguar makes two spear attacks. In hybrid form, it can attack like a humanoid or make two claw attacks.
  • Bite (Tiger or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage. If the werejaguar scores a critical hit, it rolls damage dice three times, instead of twice.
  • Claw (Tiger or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
  • Spear (Humanoid or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d6 + 3) piercing damage, or 7 (1d8 + 3) piercing damage if used in two hands to make a melee attack.
  • Atlatl (Humanoid or Hybrid Form Only). Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.


Werejaguars dwell in tropical forests, where they are deadly warriors and master hunters. Although feared, werejaguars are sometimes respected by nearby communities as defenders of the forest. Typically, werejaguars live in small, loosely connected communities, hidden from outsiders. However, werejaguars sometimes live near or even among other humanoids, especially forest-dwellers. Werejaguars generally keep to themselves but are also notorious for attacking and killing those who offend them.

Nagualli. A nagual (or nahual) is a rare spellcasting werejaguar. They are usually born into their magical gifts and their transformation rather than being infected lycanthropes, though they are more common among werejaguars who live near or among other humanoids. Naguals are often employed to curse enemies or to remove curses from other naguals or other spellcasters. Naguals typically follow protector deities and draw inspiration from as clerics, but some follow druid, sorcerer, or warlock traditions.

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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