Armor Class 12
Hit Points 18 (4d8)
Speed 40ft.
STR
11 (+0)
DEX
15 (+2)
CON
11 (+0)
INT
13 (+1)
WIS
11 (+0)
. Skills Deception +4, Perception +2, Stealth +4
CHA
10 (+0)
Immunities bludgeoning, piercing, and slashing damage from
non magical weapons that aren't silvered
Senses passive Perception 12
Languages Common (can't speak in jackal form)
Challenge 1/2 (100 XP)
Shapechanger. The jackalwere can use its action to polymorph
into a specific Medium human or a jackal-humanoid hybrid, or
back into its true form (that of a Small jackal). Other than its
size, its statistics 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.
jACKAL WERE
Ordinary jacka ls tainte d by demonic power,jackalweres
haunt roads and trails, waylaying a nd murdering
those they meet.
Ajackalwere has three physica l forms that it shifts
between. In its true form, it is indistinguis hable
from a normal jackal. It can ta ke human form, often
appearing gaunt and affecting a wre tched demeanor to
beg goodwill from strangers. When trave lers welcome
a jackal we re into th e ir midst, th e monster adopts its
human-sjzed hybrid form, with the fur a nd head of a
jacka l but standing on two legs as it attacks.
Beguilers and Cowards. The de mon lord Graz'zt
created jackalweres to serve hi s devoted servants, the
la mias. Reaching out from the Abyss, he bestowed
jackals with the gift of speech and th e ability to assume
huma noid forms. Ajackalwere is born to lie, and
perceptive creatures might notice it wincing in pain
when it speaks the truth.
A jackalwere prefers to fight a longside jackals and
others of its kind. Under the direction of jacka lwe res,
jacka ls are fierce and loyal compa nions.
Supernatural Servants. Jacka lweres kidnap
humanoids for their lamia masters, condemning
victims to'a lifetime of s lavery or an agonizing death. A
jackalwere's magical gaze renders a foe unconscious,
allowing the mons ter to bind a creature or drag it away.
Ajackalwere might also use its gaze to incapacitate a
deadly enemy long enough to make good its escape.
Keen Hearing and Smell. The jackalwere has advantage on
Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics. The jackalwere has advantage on an attack roll
against a creature if at least one of the jackalwere's allies is
within 5 feet of the creature and the ally isn't incapacitated.
ACTIONS
Bite ljackal or Hybrid Form Only). Melee Weapon Attack: +4 to
hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Scimitar (Human or Hybrid Form Only). Melee Weapon
Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (ld6 + 2)
slas hing damage.
Sleep Gaze. The jackalwere gazes at one creature it can see
within 30 feet of it. The target must make a DC 10 Wisdom
saving throw. On a failed save, the target succumbs to a
magical slumber, falling unconscious for 10 minutes or until
someone uses an action to shake the target awake. A creature
that successfully saves against the effect is immune to this
jackalwere's gaze for the next 24 hours. Undead and creatures
immune to being charmed aren't affected by it.
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