JackalwereMedium humanoid (shapechanger)
Keen Hearing and Smell. The jackalwere has advantage on Perception checks that rely on hearing or smell.
Pack Tactics. The jackalwere has advantage on an attack roll against a creature if at least one of the wolf’s allies is within 1 meter of the creature and the ally isn’t incapacitated.
Bite (Jackal or Hybrid form only). Melee Weapon Attack: +4 to hit, reach 1 m. Hit: 4 (1d4 + 2) piercing damage.
Scimitar (Humanoid or Hybrid form only). Melee Weapon Attack: +4 to hit, reach 1 m. Hit: 5 (1d6 + 2) slashing damage.
Dagger (Humanoid or Hybrid form only). Melee or Ranged Weapon Attack: +4 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 DC 10 Will saving throw. On a failed save, 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 this jackalwere’s gaze for the next 24 hours. Undead and creatures immune to being charmed aren’t affected by it.
No concoctions, maneuvers, or spells
All monsters in this system should have maneuvers or spells. You should add some maneuvers or spells to this monster. If you do so, please make a suggestion on github so I can finish adding maneuvers and spells to all monsters via https://github.com/mlenser/kryx-rpg-issues/issues/9