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Jackalwere (Monstrous Menagerie)

Size
Medium
Type
Fiend
Challenge Rating
1/2
Source
Level Up Advanced 5e Monstrous Menagerie
Armor Class
12
Speeds
40
Walking Speed
40
Strength Score
10
Dexterity Score
14
Constitution Score
10
Intelligence Score
12
Wisdom Score
10
Charisma Score
14
Skill Proficiencies
Deception, Perception, Stealth
Vision
Darkvision (60ft)
Languages Ref
Common (cant speak in jackal form)
Hit Points
18
Resistances
Resistant to Non-Magical Damage

Medium fiend


Armor Class 12

Hit Points 18 (4d8)

Speed 40 ft.


STR
10 (+0)
DEX
14 (+2)
CON
10 (+0)
INT
12 (+1)
WIS
10 (+0)
CHA
14 (+2)

Skills Deception +4, Perception +2, Stealth +4

Damage Resistances damage from nonmagical, non-silvered weapons

Senses darkvision 60 ft., passive Perception 12

Languages Common (cant speak in jackal form)

Challenge 1/2 (100 XP)

Chaotic Evil. The jackalwere radiates a Chaotic and Evil aura.

Keen Hearing and Smell. The jackalwere has advantage on Perception checks that rely on hearing and smell.

Pack Tactics. The jackalwere has advantage on attack rolls against a creature if at least one of the jackalweres allies is within 5 feet of the creature and not incapacitated.

Truth Aversion. The jackalwere must succeed on a DC 14 Wisdom saving throw to make a true statement. On a failure, it tells an unpremeditated lie.

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 (Gaze, Hybrid Form Only). One creature within 30 feet of the jackalwere makes a DC 10 Wisdom saving throw. On a failed save the target is magically charmed. At the beginning of the jackalweres next turn the target repeats the saving throw. On a success the effect ends. On a failure the creature falls unconscious for 10 minutes. Both the charmed and unconscious conditions end if the target takes damage or a creature within reach of the target uses an action to shake the target back to its senses. If the target successfully saves against Sleep Gaze it is immune to Sleep Gaze for 24 hours. Undead and creatures immune to charm arent affected by it.

Bonus Actions

Shapeshift. The jackalwere magically changes its form, along with its equipment, to that of a specific Medium humanoid or a jackal-human hybrid or its true form, which is a Small jackal. While shapeshifted, its statistics are otherwise unchanged. It reverts to its true form if it dies.

Combat. The jackalwere shifts to hybrid form and uses Sleep Gaze on an unsuspecting target.
It then fights with its scimitar, staying next to at least one ally. A jackalwere is fearless when facing enemies armed with mundane weapons, but it retreats if it is outnumbered by enemies capable of bypassing its resistances.

Stat block from Level Up Advanced 5e Monstrous Menagerie (EN Publishing), Open Game Content used under the Open Game License 1.0a. Level Up: Advanced 5th Edition Monstrous Menagerie. Copyright 2021, EN Publishing. It is not Geminaea material. See Legal.