JACKALWERE – 5e stats

Medium humanoid (shapechanger), chaotic evil

Armor Class 12
Hit Points 18 (4d8)
Speed 40 ft.

Proficiency Bonus +2
Proficiency Bonus +3 (5th Edition Advanced Mode)

STRDEXCONINTWISCHA
11 (+0)15 (+2)11 (+0)13 (+1)11 (+0)10 (+0)

Skills Deception +4, Perception +2, Stealth +4
Immunities bludgeoning, piercing, and slashing damage from nonmagical attacks 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.

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 (Jackal 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 (1d6 + 2) slashing 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.

5th Edition Advanced Mode
Limiting the power of a character and making the overall difficulty of the game harder, does not reduce the creativity, indeed it does quite the opposite.
The Game Master has the option to use any and all of the instances proposed in this guide, or just some of them according to their preference.

It is the lack of something that move and motivate characters, not the abundance of it


DESCRIPTION

A jackalwere is a cunning and treacherous creature that can assume the form of a human, a jackal, or a jackal-humanoid hybrid. It is not a true werecreature, but a jackal that has been blessed or cursed by a trickster god. A jackalwere’s true form is that of a small jackal, indistinguishable from a normal one. In its human form, it can appear as any haggard but otherwise normal person, changing its appearance at will. In its hybrid form, it has a bipedal body covered with fur and a jackal’s head. A jackalwere’s true form is revealed only when it dies.

COMBAT

A jackalwere prefers to use deception and stealth to lure its prey into a trap, often pretending to be a helpless or friendly human. It can also use its hypnotic gaze to put creatures to sleep, making them easy targets for its pack. A jackalwere is immune to nonmagical weapons that are not made of silver or cold iron, and has keen senses of hearing and smell. It can fight with its bite or with a scimitar in its human or hybrid form, and has advantage on attack rolls when it has allies nearby.

HABITAT / SOCIETY

A jackalwere lives in temperate climates, usually in arid or desert regions. It often travels with a pack of jackals or other jackalweres, hunting for food and treasure. A jackalwere can speak Common, but only in its human or hybrid form. It cannot speak in its jackal form, but can communicate with other jackals telepathically. A jackalwere is chaotic evil in alignment, and follows the whims of its patron deity, who may grant it additional powers or curses.

ECOLOGY

A jackalwere is a carnivore that feeds on the flesh and blood of its victims. It often kills more than it needs, leaving behind a trail of corpses and bones. A jackalwere can breed with other jackalweres or with normal jackals, producing offspring that inherit its shapechanging abilities. A jackalwere can also infect a humanoid with its curse by biting it, but this is rare and usually accidental. A jackalwere has no natural enemies, except for those who hunt it for its pelt or its bounty.

ADDITIONAL INFORMATION

The jackalwere is a terrible and savage creature which preys on unsuspecting travelers and other demihumans that it can ambush. Its ability to alter its shape at will makes it a most dangerous foe.

The exact physical characteristics of the jackalwere’s human form varies according to the desires of the monster. When the jackalwere locates a victim it will assume human shape and approach its prey. It will seek to ease the suspicions of its target, often pretending to be injured or otherwise in need, until it can employ its gaze attack. If this fails and the jackalwere is confronted with forceful resistance it will decide whether to flee or press the attack based on its estimation of its victim’s strength.

The jackalwere spends its life hunting and killing any humans and demihumans it comes across. They roam the world in either the jackal or human form, seeking humanoids to kill, eat, and rob. They are sly creatures and masters of deceit.

Jackalweres may travel in the company of 1d6 normal jackals. Although these jackals are normal in every regard, the influence of the jackalwere tends to make them more fierce than normal. Jackals under the influence of a jackalwere will be hunters instead of scavengers.