The Aethervale

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monster

Jackalwere

Jackalwere
Jackalwere
CR 1/2
Small Fiend, Chaotic Evil
Reveal Stat Block
Armor Class
12
Hit Points
18 (4d6 + 4)
Speed
40 ft.
str
11
+0
dex
15
+2
con
12
+1
int
13
+1
wis
11
+0
cha
10
+0

Traits

Pack Tactics.The jackalwere has Advantage|XPHB 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 doesn't have the Incapacitated|XPHB condition.

Actions

Multiattack.The jackalwere makes two Rend or Slam attacks.
Rend (Jackal or Hybrid Form Only).m 4, reach 5 ft. ({@damage 1d6 + 2) Piercing damage.
Slam (Human or Hybrid Form Only).m 4, reach 5 ft. ({@damage 1d4 + 2) Bludgeoning damage.
Sleep Gaze 5.wis 10, one creature the jackalwere can see within 30 feet (Constructs and Undead succeed automatically). The target has the The target is immune to this jackalwere's Sleep Gaze for 24 hours.

Jackalwere

Jackalwere

Shape-Shifting Trickster of the Wilds

Indistinguishable from jackals in their natural form, jackalweres shape-shift to deceive others. These shape-shifters can take three forms: a jackal, a human, or a monstrous hybrid of the two. Jackalweres are easily mistaken for werewolves, but jackalweres aren't supernaturally afflicted—their jackal forms are their natural state. Jackalweres also possess magical gazes capable of putting foes to sleep, allowing jackalweres to play their tricks unimpeded or get the upper hand over threats.

Jackalweres dwell in inhospitable wildernesses and pride themselves on their cleverness. They take offense at those who travel through their lands without leaving a gift of treasure or fresh game. Roll on or choose a result from the Jackalwere Tricks table to inspire how a jackalwere repays such slights.