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Jackalwere Pack Leader

Medium · Fiend · CR 2 · Chaotic Evil

Armor Class
12
Hit Points and Hit Dice
36 (8d8)
Challenge Rating CR
2

Ability Scores

Core attributes and their modifiers.

STR
10
+0
DEX
14
+2
CON
10
+0
INT
12
+1
WIS
10
+0
CHA
14
+2

Overview

Category Monsters
Size Medium
Type Fiend
Alignment Chaotic Evil
XP 450
Initiative Bonus +2

Movement

Walk 40 ft (12.2 m)
Swim 20 ft (6.1 m)
Climb 20 ft (6.1 m)
Crawl 20 ft (6.1 m)

Senses

Darkvision 60 ft (18.3 m)
Passive Perception 12

Skills

Deception +4 Perception +2 Stealth +4

Languages

Common (cant speak in jackal form)

Resistances & Immunities

Damage Resistances
damage from nonmagical, non-silvered weapons

Traits

Chaotic Evil

The jackalwere radiates a Chaotic and Evil aura.

Keen Hearing and Smell

The jackalwere has advantage on Perception checks that rely on hearing and smell.

Pack Tactics

The jackalwere has advantage on attack rolls against a creature if at least one of the jackalweres allies is within 5 feet of the creature and not incapacitated.

Truth Aversion

The jackalwere must succeed on a DC 14 Wisdom saving throw to make a true statement. On a failure, it tells an unpremeditated lie.

Actions

Bite

+4 to hit, reach 5 ft (1.5 m). Hit: 1d4+2 piercing damage.

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

Multiattack

The jackalwere makes two scimitar attacks or makes one scimitar attack and uses Sleep Gaze.

Scimitar

+4 to hit, reach 5 ft (1.5 m). Hit: 1d6+2 slashing damage.

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.

Sleep Gaze

One creature within 30 feet of the jackalwere makes a DC 10 Wisdom saving throw. On a failed save the target is magically charmed. At the beginning of the jackalweres next turn the target repeats the saving throw. On a success the effect ends. On a failure the creature falls unconscious for 10 minutes. Both the charmed and unconscious conditions end if the target takes damage or a creature within reach of the target uses an action to shake the target back to its senses. If the target successfully saves against Sleep Gaze it is immune to Sleep Gaze for 24 hours. Undead and creatures immune to charm arent affected by it.

Bonus Actions

Combat

The jackalwere shifts to hybrid form and uses Sleep Gaze on an unsuspecting target.
It then fights with its scimitar, staying next to at least one ally. A jackalwere is fearless when facing enemies armed with mundane weapons, but it retreats if it is outnumbered by enemies capable of bypassing its resistances.

Shapeshift

The jackalwere magically changes its form, along with its equipment, to that of a specific Medium humanoid or a jackal-human hybrid or its true form, which is a Small jackal. While shapeshifted, its statistics are otherwise unchanged. It reverts to its true form if it dies.

About Jackalwere Pack Leader

Jackalwere Pack Leader is a medium fiend with a Challenge Rating of 2. It has a chaotic evil alignment.

In combat, this creature maintains an Armor Class of 12 and possesses 36 hit points (derived from 8d8).

Jackalwere Pack Leader has communication capabilities including Common (cant speak in jackal form). This allows it to interact verbally with various creatures and characters.

GM Tips: Using Jackalwere Pack Leader

1 tips available

When using Jackalwere Pack Leader in your D&D 5e campaign, consider these tactical approaches:

  • Pack Tactics Advantage: This creature has advantage on attack rolls when an ally is within 5 feet! Separate it from its pack or use 'Fear' spells to scatter allies. Single-target encounters reduce its effectiveness.

Player Guide: Facing Jackalwere Pack Leader

1 strategies available

When your party encounters this creature, keep these strategies in mind:

  • Counter Pack Tactics: This creature has advantage when allies are nearby! Separate it from its pack. Use 'Fear' spells to scatter allies. Single-target encounters reduce its effectiveness.

Encounter Building Calculator

Standard Party Encounter (4-5 characters):

This creature is a medium encounter for a party of 4 characters of level 2.

Solo Encounter:

A single character of level 4 (up to level 20) can face this creature in a medium to hard encounter.

Experience Point Thresholds:

  • Medium: 600 XP
  • Hard: 900 XP
  • Deadly: 1,200 XP

Based on D&D 5e Dungeon Master's Guide encounter building guidelines. CR roughly equals party level for medium encounters.

Frequently Asked Questions

What is the challenge rating of Jackalwere Pack Leader?
Jackalwere Pack Leader has a Challenge Rating of 2, making it appropriate for parties of level 2.0.
What type of creature is Jackalwere Pack Leader?
Jackalwere Pack Leader is a Medium Fiend, which affects how certain spells and abilities interact with it.
What languages does Jackalwere Pack Leader speak?
Jackalwere Pack Leader can communicate in Common (cant speak in jackal form).

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