5e SRD >Gamemastering >Monsters & Foes >Mythological and Historical Figures >

Jersey Devil

Huge dragon, neutral evil

Armor Class 16 (natural armor)
Hit Points 85 (10d10+30)
Speed 60 ft., fly 60 ft.

STR DEX CON INT WIS CHA
21 (+5) 14 (+2) 16 (+3) 3 (‒4) 15 (+2) 14 (+2)

Skills Perception +7, Stealth +7
Damage Resistances cold, lightning, necrotic; bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities poison
Condition Immunities exhaustion, poisoned
Senses darkvision 120 ft., passive Perception 17
Languages Common
Challenge 6 (2,300 XP)

Special Traits

  • Realflection. A mask of illusion covers the Jersey Devil, casting a reflection nearby and concealing its precise location. Attack rolls against it have disadvantage. When a creature hits the Jersey Devil with an attack, this trait stops working until the end of the Jersey Devil’s next turn. While it is incapacitated or its speed is reduced to 0, the Jersey Devil cannot use this trait.

Actions

  • Multiattack. The Jersey Devil makes three attacks: one with its bite, one with its claws, and one with its tail.
  • Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6+5) piercing damage.
  • Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8+5) slashing damage. Instead of dealing damage, the Jersey Devil can grapple the target (escape DC 16).
  • Tail. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 10 (1d10+5) slashing damage.
  • Blood-Curdling Scream (Recharge 4-6). The Jersey Devil emits a horrific screech. Each creature within 60 feet of it that can hear it must succeed on a DC 14 Wisdom saving throw or be frightened until the end of the Jersey Devil’s next turn. While frightened by Blood-Curdling Scream, a creature must take the Dash action and move away from the Jersey Devil by the safest available route on each of its turns, unless there is nowhere to move. If the creature begins or ends its turn in a location where it doesn’t have line of sight to the Jersey Devil, the creature can make a Wisdom saving throw. On a successful save, it is no longer frightened.

About

Meet the Devil of Leeds or, as it is more commonly known, the Jersey Devil! If you know about this creature at all you probably know it as a winged bestial demon picking off people in the state of New Jersey.

The Jersey Devil began with the tale of Jane ‘Mother’ Leeds, who, after finding herself bearing her thirteenth child, cursed the babe in frustration one stormy night. The child was transformed into a nightmarish creature, which flew away up the chimney and into the woods.

The Jersey Devil has haunted those woods for two centuries. Sometimes it is even seen in the company of the ghost of the pirate Captain Kidd! The area—the isolated Pine Barrens—is known for dozens of supernatural legends, ghosts, and beasts, including the Black Doctor, the Black Dog, the ghostly White Stag, and more.

Section 15: Copyright Notice

Mythological Figures & Maleficent Monsters Copyright 2020 EN Publishing. Authors Mike Myler, Russ Morrissey. www.enpublishingrpg.com