Jackalwere

The statistics block below contains details for more than one shape of jackalwere. Use the horizontal scrollbar below it to display the desired one or select from the links below that.

Jackalwere, Jackal Form
Small Magical Beast (Shapechanger)
Jackalwere, Humanoid Form
Medium Magical Beast (Shapechanger)
Jackalwere, Hybrid Form
Medium Magical Beast (Shapechanger)
Hit Dice: 4d8+8 (26 hp) 4d8+8 (26 hp) 4d8+8 (26 hp)
Initiative: +3 +3 +3
Speed: 40 ft. (8 squares) 30 ft. (6 squares) 30 ft. (6 squares)
Armor Class: 17 (+1 size, +3 Dex, +3 natural), touch 14, flat-footed 14 15 (+3 Dex, +2 natural), touch 13, flat-footed 12 16 (+3 Dex, +3 natural), touch 13, flat-footed 13
Base Attack/Grapple: +4/+1 +5/+5 +5/+5
Attack: Bite +5 melee (1d4+1) Scimitar +5 melee (1d6+1) Bite +5 melee (+1)
Full Attack: Bite +5 melee (1d4+1) Scimitar +5 melee (1d6+1) Bite +5 melee (1d6+1) and scimitar +0 melee (1d6)
Space/Reach: 5 ft./5 ft. 5 ft./5 ft. 5 ft./5 ft.
Special Attacks: Sleep gaze Sleep gaze Sleep gaze
Special Qualities: Alternate form, darkvision 60 ft., damage reduction 5/cold iron, low-light vision Alternate form, darkvision 60 ft., damage reduction 5/cold iron, low-light vision Alternate form, darkvision 60 ft., damage reduction 5/cold iron, low-light vision
Saves: Fort +6, Ref +7, Will +3 Fort +6, Ref +7, Will +3 Fort +6, Ref +7, Will +3
Abilities: Str 13, Dex 16, Con 15, Int 11, Wis 12, Cha 12 Str 13, Dex 16, Con 15, Int 11, Wis 12, Cha 12 Str 13, Dex 16, Con 15, Int 11, Wis 12, Cha 12
Skills: Bluff +3, Disguise +13, Listen +5, Sense Motive +3, Spot +5; racial bonuses Bluff +3, Disguise +3, Listen +5, Sense Motive +3, Spot +5 Bluff +3, Disguise +3, Listen +5, Sense Motive +3, Spot +5
Feats: Alertness, Dodge Alertness, Dodge Alertness, Dodge
Environment: Temperate land Temperate land Temperate land
Organization: Solitary or pack (2–4 plus 1–6 jackals) Solitary or pack (2–4 plus 1–6 jackals) Solitary or pack (2–4 plus 1–6 jackals)
Challenge Rating: 2 2 2
Treasure: Standard Standard Standard
Alignment: Usually chaotic evil Usually chaotic evil Usually chaotic evil
Advancement: By character class By character class By character class
Level Adjustment:

Jackalwere: Jackal formHumanoid formHybrid form

The jackalwere is a savage creature that assumes a pleasing guise, lulls foes into sleep, and feasts on their freshly killed corpses. In its natural form, a jackalwere is indistinguishable from a normal jackal, though it is far bolder. It can also take the form of aMedium-size humanoid of any kind or a hybrid that stands erect but retains the jackal's head and fur. Jackalweres are often found in a pack with ordinary jackals (use the statistics for the dog in the Monster Manual).

Jackalweres speak Common and can communicate with jackals in any form.

Combat

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 ofa 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 can shift form as a standard action. This acts like the Alternate Form special quality with the following exceptions.

Skills: In jackal form, a jackalwere is effectively disguised as an animal, gaining a +10 bonus on Disguise checks while in this form.

Source: Fiend Folio, page 107. Changes applied as per the D&D® v.3.5 Accessory Update. (That update listed the creature’s DR as 5/iron; this is presumed to mean 5/cold iron.) The statistics block was broken into three creature columns similar to those used for the different forms of lycanthropes.