Jackalwere

Jackalwere

Medium humanoid (shapechanger)
Challenge

STR
0
DEX
2
CON
0
INT
1
WIS
0
CHA
0

18
4d8
14
Fort
+0
Ref
+2
Will
+1
Damage immunities bludgeoning, piercing, and slashing from attacks that aren’t silvered

Speed 8 m.
Skills Athletics +1 (12), Deception +1 (12), Nimbleness +3 (14), Perception +1 (12), Stealth +3 (14)
Languages Common (can’t speak in jackal form)

Keen Hearing and Smell. The jackalwere has advantage on Perception checks that rely on hearing or smell.

Maneuvers. The jackalwere uses maneuvers (maneuver save Difficulty 12). It has 2 stamina dice which are d8s, a dice limit of 1, regains all expended stamina dice when it finishes a long rest, and regains half its total stamina dice when it finishes a short rest. It knows the following maneuvers:

1 stamina die: blinding debris, disorient, distract, feint, grapple, spring attack, swipe, tear flesh

Pack Tactics. The jackalwere has advantage on attacks made against a creature if at least one of the jackalwere’s allies is within 1 meter of the creature and the ally isn’t incapacitated.

Actions (1)

Bite (Jackal or Hybrid form only). Melee Weapon Attack: +3 to hit. Hit: 4 (1d4 + 2) piercing damage.

Claws (Jackal or Hybrid form only). Melee Weapon Attack: +3 to hit. Hit: 4 (1d4 + 2) slashing damage.

Scimitar (Humanoid or Hybrid form only). Melee Weapon Attack: +3 to hit. Hit: 5 (1d6 + 2) slashing damage.

Dagger (Humanoid or Hybrid form only). Melee or Ranged Weapon Attack: +3 to hit, reach 1 m. or range 3/10 m. Hit: 4 (1d4 + 2) piercing damage.

Change Shape (1/turn). The jackalwere can 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.

Sleep Gaze (1/turn). The jackalwere gazes at one creature it can see within 5 meters of it. The target must make a Difficulty 10 Will saving throw. On a failure, 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 the jackalwere’s gaze for the next 24 hours. Undead and creatures immune to being charmed aren’t affected by it.

Desert, Grasslandmm

Maneuvers

As an action, make a weapon attack and throw dirt, sand, or various debris into the eyes of a creature that you can touch or see within 2 meters. You must have sand in your hand to throw.

On a hit, add the stamina die to the attack’s damage and the creature must succeed on a Fortitude saving throw or it is blinded until the end of its next turn.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance
You can augment this maneuver with the following options, expending stamina dice for each option.
  • You can increase the damage for each additional stamina die expended.

  • You can expend 2 additional stamina die so the creature is blinded for 1 minute/stamina die. At the end of each of its turns, a blinded creature can repeat the saving throw, ending the effect on itself on a success.

1 minute/stamina die

As an action, make a weapon attack to disorient the creature.

On a hit, add the stamina die to the attack’s damage and the creature must succeed on a Reflex saving throw or it can’t take reactions for the duration.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Enhance
You can augment this maneuver with the following options, expending stamina dice for each option.
  • You can increase the damage for each additional stamina die expended.

  • Stagger. You can expend 1 additional stamina die so the creature is staggered instead of not being able to take reactions, but only until the end of its next turn. You can expend 1 additional stamina die so the creature is staggered for the duration.

  • Incapacitate. You can expend 2 additional stamina die so the creature is incapacitated instead of not being able to take reactions, but only until the end of its next turn.

  • Stun. You can expend 4 additional stamina die so the creature is stunned instead of not being able to take reactions, but only until the end of its next turn.

As an action, make a weapon attack to distract the creature, giving your allies an opening.

On a hit, add the stamina die to the attack’s damage and make a Deception check opposed by the creature’s passive Insight or it is flat-footed to creatures other than you until the end of its next turn.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, make a melee weapon attack along with a deceptive or pretended blow, thrust, or other movement.

On a hit, add the stamina die to the attack’s damage and make a Deception check opposed by the creature’s passive Insight or the creature is flat-footed to you until the end of its next turn.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, make a melee weapon attack and a Brawn check to grapple the creature.

Enhance

You can add the stamina die to the attack’s damage (add half on a miss by 4 or less) for each additional stamina die expended.

As an action, you can use the Dash action. If you move at least 3 meters straight toward a creature, you can make a melee weapon attack against it.

On a hit, add the stamina die to the attack’s damage.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, make a weapon attack with a melee weapon with a natural weapon that deals slashing damage and then swipe through the target. Each creature within 1 meter of the target and within your weapon’s reach must make a Reflex saving throw.

On a failure, it takes slashing damage equal to the stamina die.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, make a melee weapon attack with a natural weapon that deals piercing or slashing damage to cause jagged wounds that bleed.

On a hit, add the stamina die to the attack’s damage and the creature is bleeding 1.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

You can increase the damage and bleeding level by 1 for each additional stamina die expended.