Jackalwere Pack Leader
Medium Fiend, (CR 2)Armor Class 12
Hit Points 36 (8d8)
Speed 40 ft.
10 (+0)
14 (+2)
10 (+0)
12 (+1)
10 (+0)
14 (+2)
Skills
Senses darkvision 60 ft., passive Perception 12
Languages Common (cant speak in jackal form)
Challenge Rating 2
Actions
Bite (Jackal or Hybrid Form Only).
Melee Weapon Attack: +4 to hit reach 5 ft. one target. Hit: 4 (1d4 + 2) piercing damage.
Scimitar (Human or Hybrid Form Only).
Melee Weapon Attack: +4 to hit reach 5 ft. one target. Hit: 5 (1d6 + 2) slashing damage.
Sleep Gaze (Gaze, Hybrid Form Only).
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.
Multiattack.
The jackalwere makes two scimitar attacks or makes one scimitar attack and uses Sleep Gaze.
sizeMedium
typeFiend
group
alignment
strength_save
dexterity_save
constitution_save
intelligence_save
wisdom_save
charisma_save
perception
damage_vulnerabilities
damage_resistancesdamage from nonmagical, non-silvered weapons
damage_immunities
condition_immunities
cr2
reactions
legendary_desc
legendary_actions
special_abilitiesname: Chaotic Evil,desc: The jackalwere radiates a Chaotic and Evil aura.,name: Keen Hearing and Smell,desc: The jackalwere has advantage on Perception checks that rely on hearing and smell.,name: Pack Tactics,desc: 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.,name: Truth Aversion,desc: The jackalwere must succeed on a DC 14 Wisdom saving throw to make a true statement. On a failure, it tells an unpremeditated lie.
spell_list
page_no291
document__license_urlhttp://open5e.com/legal
document__slugmenagerie
document__titleLevel Up Advanced 5e Monstrous Menagerie
document__urlhttps://www.levelup5e.com
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Level Up Advanced 5e Monstrous Menagerie, page no. 291