AC 12
HP 18 (4d8; bloodied 9)
Speed 40 ft.
Proficiency +2; Maneuver DC 12
Skills Deception +4 (+1d6), Perception +2, Stealth +4
Damage Resistances damage from nonmagical, non-silvered weapons
Senses darkvision 60 ft., passive Perception 12
Languages Common (can’t speak in jackal form)
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 jackalwere’s 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 jackalwere’s 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 aren’t 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.
Legends and Lore
With an Arcana or Religion check, characters can learn the following:
DC 10 Jackalweres are evil, sentient jackals that assume humanoid form to mislead desert travelers.
DC 15 The gaze of a jackalwere can put a humanoid into an enchanted slumber.
DC 20 An ancient magical compulsion prevents jackalweres from speaking the truth.
Jackalweres are evil shapechanging jackals that adopt humanoid forms in order to beguile and murder travelers.
Cunning Deceivers. Jackalweres roam wastelands in jackal form, hunting and scavenging just as ordinary jackals do. When they spot caravans or adventuring bands, they approach in humanoid form. They may claim to have been attacked or to have glimpsed treasure or wondrous sights off the beaten path, trying to lead their new companions into an ambush. Alternatively, they might simply attempt to join the group and attack the travelers when they’re asleep or otherwise off guard. Jackalweres fight in a hybrid form as jackal-headed humanoids.
While jackalweres are convincing liars, they are nearly incapable of truth-telling. Clever travelers can identify a jackalwere by pressing it to make a verifiably true statement.
Children of Demons. Long ago, demons transformed jackals into jackalweres to serve a mighty empire. Jackalweres acted as bodyguards, hunters, and secret police for lamia monarchs. Now, with the empire long vanished, most jackalweres hunt for themselves. Some jackalweres remain loyal to their former rulers, leading travelers to crumbling palaces where lamias still lurk.
1 Hiding, watching for travelers, assessing their vulnerability
2 Disguised as beggar or poor traveler
3 Disguised as survivor of a caravan raid; asks for help then leads you into an ambush
4 Disguised as explorer; lures you into danger with tales of wondrous sights over the horizon
5 Disguised as merchant, driving a carriage pulled by panicked horses
6 Feeding on previous prey
1 Doglike footprints
2 Jackals follow the characters from a distance
3 Distant wolf-like howls
4 The remains of a ransacked merchant caravan
Jackalweres roam deserts and wastelands.
CR 0–2 1 or 2 jackalweres ; jackalwere with 1d4 jackals ; jackalwere pack leader
Treasure 70 gp, 250 sp, silver brooch in the shape of a lion (25 gp), potion of resistance (lightning)
CR 3–4 3 or 4 jackalweres ; jackalwere pack leader with 2 jackalweres
Treasure 20 pp, 1 set of noble clothes each (15 gp each), signet ring (50 gp), helm of comprehending languages
CR 5–10 jackalwere pack leader with 1d4 + 2 jackalweres
Treasure 300 gp, 8 onyx gemstones (50 gp each), ransom note, cape of the mountebank
Fiends are evil-aligned creatures from Hell, the Abyss, and other cursed realms. Most fiends are demons and devils, each of which have their own subtypes and hierarchies. Some fiends, such as hell hounds , are neither demons nor devils.