Jaul Mezmin

Level 6
Creature· beastUniqueMediumLegacy
AC
24
HP
120
Speed
25 ft.
Perception
+14
Fort
+12
Ref
+14
Will
+16
Resistances poison 3
Weaknesses silver 7
Languages common
Senses low-light-vision, scent 30 ft. (imprecise)
Skills athletics +15, nature +14, survival +14, acrobatics +12, deception +12
Recall Knowledge DC 32 (nature, society)

Abilities

Wolf Empathyinteraction

Jaul can communicate with lupines.

+1 Status to All Saves vs. Poison
Change Shape
  • Human
  • Melee fist +16 (agile, nonlethal), Damage 1d6+7 bludgeoning damage
  • Wolf
  • Speed 40 feet
  • Melee jaws//, Damage (2d8+7)[piercing] damage plus Knockdown

The werecreature changes into its humanoid, hybrid, or animal shape. Each shape has a specific, persistent appearance. A true werecreature's natural form is its hybrid shape.

In humanoid shape, the werecreature uses its original humanoid size, loses its jaws and claws Strikes, and gains a melee fist Strike that deals blu

Curse of the Werewolf

This curse affects only humanoids.

Saving Throw DC 23 fortitude


On each full moon, the cursed creature must succeed at another Fortitude save or turn into a werewolf until dawn.

The creature is under the GM's control and goes on a rampage for half the night before falling unconscious at dawn.

Moon Frenzy

When a full moon appears in the night sky, Jaul must enter his hybrid form, can't Change Shape thereafter, becomes Large, increases his reach by 5 feet, and increases the damage of his jaws by 2.

When the moon sets or the sun rises, Jaul returns to humanoid form and is Fatigued for .

Effect: Moon Frenzy

Wolf Coordination

Jaul's Strikes deal 1d6 extra damage to creatures within his wolf's reach.