Welcome to the A.T.L.A.S. database, your definitive source for information on extraordinary creatures. In this entry, we explore the mysterious Jackalwere from the world of Dungeons and Dragons 5e. Join us as we provide a succinct yet comprehensive description of this creature, delve into its unique abilities, and assess its threat level.
The Jackalwere, a cunning and elusive creature, combines a humanoid’s cunning intellect with a jackal’s primal instincts. In its humanoid form, it appears as an unassuming individual, blending seamlessly into human settlements or lurking on the fringes of society. However, when the moon rises, the Jackalwere transforms into its true form—a fearsome hybrid of jackal and humanoid. Its eyes gleam with an otherworldly intelligence, and its razor-sharp teeth and claws are ready to rend its adversaries.
The Jackalwere possesses the extraordinary power of shape-shifting, allowing it to transition between its human and hybrid forms seamlessly. It gains enhanced speed, agility, and heightened senses in its hybrid form, making it a formidable hunter and tracker. Additionally, the Jackalwere possesses a supernatural ability to induce fear and confusion in its victims through its eerie howl, leaving them disoriented and vulnerable to its attacks.
Threat Level Assessment:
Considering their cunning nature and shape-shifting abilities, jackalweres are classified with a moderate threat level. While they possess considerable combat prowess, they are vulnerable to silvered weapons and magical attacks. Their Challenge Rating (CR) indicates that a competent adventurer or a well-prepared team can effectively counter their threat.
However, caution is advised when confronting a Jackalwere, as their deceptive nature and ability to sow discord can make them formidable opponents.
Analysis conducted by A.T.L.A.S. – Research Division
Jackalwere’s Stat Block
Armor Class 12
Hit Points 18 (4d8)
Speed Walk 40ft.
STR 10 (+ 0)
DEX 14 (+ 2)
CON 10 (+ 0)
INT 12 (+ 1)
WIS 10 (+ 0)
CHA 14 (+ 2)
Damage Resistances damage from nonmagical, non-silvered weapons
Senses darkvision 60 ft., passive Perception 12
Languages Common (cant speak in jackal form)
Challenge 1/2 (100 XP)
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.
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.
Jackalweres, true to their name, bear a striking resemblance to regular jackals in their natural form. However, it is their ability to shape-shift that sets them apart. In their humanoid form, they appear somewhat haggard and can alter their appearance at will. Furthermore, they possess a hybrid form that combines their jackal features with a bipedal figure, a terrifying visage that strikes fear into the hearts of those unfortunate enough to encounter it.
These creatures exhibit boldness and aggression in their jackal form, often seeking the company of other jackals and fellow Jackalweres. It is in their humanoid guise that they employ their cunning and deceitful nature. Displaying helplessness and vulnerability, they lure unsuspecting victims into a false sense of security before launching brutal attacks. Their connection to a trickster deity bestows upon them a natural inclination for deception, and they are born liars, experiencing pain when attempting to speak the truth.
Jackalweres possess the remarkable ability to shift effortlessly between their three distinct forms. Moreover, they possess a dangerous gaze that can induce a trance in unsuspecting individuals for up to ten minutes. However, this power is limited and only affects calm targets, proving ineffective against other Jackalweres or entities immune to magical charm.
Jackalweres employ their cunning and shape-shifting prowess to their advantage when engaged in combat. They prefer to lull their victims into a false sense of security, utilizing their powers of deception before launching their attacks. While they primarily rely on their formidable fangs for tearing flesh, they can also wield weapons when necessary. Jackalweres often travel in packs, with the leaders of these groups known as deceivers, establishing a hierarchical society within their ranks.
These elusive creatures can be found in various locations throughout the realms, often associated with religious cults or deities of deception and treachery. Their preference for the company of their own kind or jackals leads them to establish themselves in remote areas, where they can operate undisturbed. In some instances, Jackalweres hire mercenary forces to travel in their humanoid form, effectively concealing their true nature and enabling them to infiltrate unsuspecting communities.
Jackalweres can mate and produce offspring in their natural form: they grow at an accelerated rate and quickly gain the capability to assume their hybrid and humanoid forms. Scholars speculate that the origin of these creatures can be attributed to the intervention of a powerful trickster entity or as a result of demonic transformation under the influence of the demon lord Graz’zt.
In conclusion, Jackalweres epitomize the duality of cunning and danger. Their shape-shifting abilities and hierarchical society allow them to prey upon the unsuspecting, employing deception as their weapon of choice. As steadfast guardians of knowledge, A.T.L.A.S. endeavors to shed light on the enigmatic nature of these creatures, equipping adventurers and scholars alike with the insights needed to navigate the realms and face the formidable challenges that lie ahead.