Medium humanoid (shapechanger), Chaotic Evil
| Armor Class | 12 |
|---|---|
| Hit Points | 18 (4d8) |
| Speed | 40 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 11 (+0) | 15 (+2) | 11 (+0) | 13 (+1) | 11 (+0) | 10 (+0) |
| Saving Throws | — |
|---|---|
| Skills | Deception +4, Perception +2, Stealth +4 |
| Damage Vulnerabilities | — |
| Damage Resistances | — |
| Damage Immunities | bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered |
| Condition Immunities | — |
| Senses | passive Perception 12 |
| Languages | Common (can't speak in jackal form) |
| Challenge | 1/2 |
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.
The jackalwere has advantage on Wisdom (Perception) checks that rely on hearing or smell.
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.
Melee Attack Roll: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Melee Attack Roll: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.
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.
Small fiend, Chaotic Evil
| Armor Class | 12 |
|---|---|
| Hit Points | 18 (4d6 + 4) |
| Speed | 40 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 11 (+0) | 15 (+2) | 12 (+1) | 13 (+1) | 11 (+0) | 10 (+0) |
| Saving Throws | — |
|---|---|
| Skills | Deception +4, Perception +4, Stealth +4 |
| Damage Vulnerabilities | — |
| Damage Resistances | — |
| Damage Immunities | — |
| Condition Immunities | — |
| Senses | Darkvision 90 ft., passive Perception 14 |
| Languages | Common |
| Challenge | 1/2 |
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 doesn't have the Incapacitated condition.
The jackalwere makes two Rend or Slam attacks.
Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Piercing damage.
Melee Attack Roll: +4, reach 5 ft. Hit: 4 (1d4 + 2) Bludgeoning damage.
wis DC 10, one creature the jackalwere can see within 30 feet (Constructs and Undead succeed automatically). Failure: The target has the Unconscious condition for 10 minutes or until it takes damage or a creature within 5 feet of it takes an action to wake it. Success: The target is immune to this jackalwere's Sleep Gaze for 24 hours.