Jackalwere (CR 2)
Varies Magical Beast (Shapechanger)
Alignment: Usually chaotic evil
Initiative: +3 (Dex); Senses: darkvision 60 ft., low-light vision, Listen +5, and Spot +5
AC: 17 (+1 size, +3 Dex, +3 natural) as jackal, touch 14, flat-footed 14; 16 (+3 Dex, +3 natural) as hybrid, touch 13, flat-footed 13; 15 (+3 Dex, +2 natural) as humanoid, touch 13, flat-footed 12
Hit Dice: 4d8+8 (26 hp); DR: 5/iron
Fort +6, Ref +7, Will +3
Speed: 40 ft. as jackal, 30 ft. as humanoid or hybrid
Space: 5 ft./5 ft.
Base Attack +4; Grapple +1
Attack: Bite +5 melee as jackal or hybrid; scimitar +5 melee as humanoid
Full Attack: Bite +5 melee as jackal; bite +5 melee and scimitar +0 melee as hybrid; scimitar +5 melee as humanoid
Damage: Bite 1d4+1 as jackal; bite 1d6+1, scimitar 1d6 as hybrid; scimitar 1d6+1 as humanoid
Special Attacks/Actions: Sleep gaze
Abilities: Str 13, Dex 16, Con 15, Int 11, Wis 12, Cha 12
Special Qualities: Alternate form
Feats: Alertness; Dodge
Skills: Bluff +3, Disguise 3*, Listen +5, Sense Motive +3, and Spot +5
Advancement: By character class
Climate/Terrain: Temperate land
Organization: Solitary or pack (2-4 plus 1-6 jackals)
In jackal form, a jackalwere uses its bite. In hybrid form, it uses weapons and its bite. In humanoid form, it can attack only with weapons.
Sleep Gaze (Su): Anyone within 30 feet of a jackalwere (in any of its forms) that meets the creature's gaze must succeed on a Will saving throw (DC 13) or fall asleep for 5 minutes. Jackalweres are immune to their own gaze attacks and to those of others of their kind. Creatures engaged in combat receive a +4 bonus on their saving throws.
Alternate Form (Su): A jackalwere has two primary forms that it can shift between at will. One of these appears as a Small jackal, while the other is a Medium hybrid form. The statistics for these forms appear above.
In addition, a jackalwere can take the form of any Medium humanoid.
Skills: *In jackal form, a jackalwere is effectively disguised as an animal, gaining a +10 bonus on Disguise checks while in this form.
A shapechanger has the supernatural ability to assume one or more alternate forms. Many magical effects allow some kind of shape shifting, and not every creature that can change shapes has the shapechanger subtype.
Traits: A shapechanger possesses the following traits (unless otherwise noted in a creature's entry).
- Proficient with its natural weapons, with simple weapons, and with any weapons mentioned in the creature's description.
- Proficient with any armor mentioned in the creature's description, as well as all lighter forms. If no form of armor is mentioned, the shapechanger is not proficient with armor. A shapechanger is proficient with shields if it is proficient with any type of armor.