Monster
Jackalwere
Official reference · XMM · 2024
- Creature type
- Fiend
- Size
- Small
- Armor class
- 12
- Hit points
- 18 (4d6 + 4)
- Speed
- Walk 40 ft.
- Challenge rating
- 1/2
- Alignment
- Chaotic Evil
- Strength
- 11
- Dexterity
- 15
- Constitution
- 12
- Intelligence
- 13
- Wisdom
- 11
- Charisma
- 10
- Passive Perception
- 14
- Skills
- deception: +4; perception: +4; stealth: +4
- Senses
- Darkvision 90 ft.
- Languages
- Common
Traits
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 doesn't have the Incapacitated condition.
Actions
Multiattack
The jackalwere makes two Rend or Slam attacks.
Rend (Jackal or Hybrid Form Only)
Melee Attack: +4, reach 5 ft. Hit: 5 (1d6 + 2) Piercing damage.
Slam (Human or Hybrid Form Only)
Melee Attack: +4, reach 5 ft. Hit: 4 (1d4 + 2) Bludgeoning damage.
Sleep Gaze (Recharge 5–6)
Wisdom Saving Throw: 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.
Bonus actions
Shape-Shift
The jackalwere shape-shifts into a Medium human or a Medium jackal-humanoid hybrid, or it returns to its true form (that of a Small jackal). Other than its size, its game statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed.