Pack Tactics. The jaggi has advantage on attack rolls against a creature if at least one of the jaggi's allies is within 5 feet of the creature and the ally isn't incapacitated.

Pack Tactics. The jaggia has advantage on attack rolls against a creature if at least one of the jaggia's allies is within 5 feet of the creature and the ally isn't incapacitated.

Great Jaggi

Large beast, unaligned

Armor Class 14 (natural armour)

14 (natural armour) Hit Points 90 (12d10 + 24)

90 (12d10 + 24) Speed 40 ft.

STR DEX CON INT WIS CHA 14 (+2) 16 (+3) 14 (+2) 3 (-4) 12 (+1) 5 (-3)

Skills Perception +4

Perception +4 Senses passive Perception 14

passive Perception 14 Languages —

— Challenge 3 (700 XP)

Pack Tactics. The jaggi has advantage on attack rolls against a creature if at least one of the jaggi's allies is within 5 feet of the creature and the ally isn't incapacitated.

Hipcheck. If the jaggi moves at least 15 feet straight toward a creature then hits it with a slam attack on the same turn, the target takes an extra 4 (1d8) bludgeoning damage and must succeed on a DC 14 Dexterity saving throw or be knocked prone.

Actions

Multiattack. The jaggi makes three attacks: one with its bite, one with its tail, and one with its slam.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 2) piercing damage.

Tail. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage.

Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 13 (2d10 + 2) bludgeoning damage.

Howl (1/Day). The jaggi unleashes an urgent howl to summon reinforcements. In 2 (1d4) rounds, two jaggi and one jaggia come from their nest.