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Family: Lycanthropes

Medium monstrosity (shapechanger), chaotic evil

Armor Class 13
Hit Points 16 (3d8 + 3)
Speed 50 ft. in jackal form, 30 ft. in hybrid or human form

12 (+1) 17 (+3) 32 (+1) 14 (+2) 24 (+2) 22 (+1)

Damage Resistances bludgeoning, piercing, and slashing damage from nonmagical attacks that aren’t silver
Skills Deception +3, Perception +4
Senses Darkvision 60 ft., passive Perception 14
Languages Khemitian
Challenge 1 (200 XP)


  • Baneful Gaze. As a bonus action, a jackalwere can target one living creature within 30 feet that it can see, which must make a DC 12 Charisma saving throw. On an unsuccessful save, for 2d4 rounds the target must subtract 1d4 from each attack roll and saving throw it makes until the spell ends. A creature that saves successfully is immune to this jackalwere’s Baneful Gaze effect for 24 hours. Therianthropes are immune to a jackalwere’s Baneful Gaze.
  • Keen Hearing and Smell. The jackalwere has advantage on Wisdom (Perception) checks that rely on hearing or smell.
  • Pack Tactics. The jackalwere has advantage on attack rolls against a creature if at least one of the jackalwere’s allies is within five feet of the creature and the ally isn’t incapacitated.
  • Shapechanger. The jackalwere can change from its jackal form or human form to its hybrid form as a bonus action. Changing from jackal form directly to human form or vice versa takes an action. In jackal form, it is indistinguishable from a normal jackal.


  • Multiattack (Hybrid Form Only). A jackalwere makes two melee attacks.
  • Bite (jackal Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 8 (2d4 + 3) piercing damage.
  • Claws (Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d6 + 3) slashing damage.
  • Longsword (human and hybrid Form Only). Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 5 (1d8 + 1) slashing damage.


In hybrid form, a jackalwere appears as a jackal-headed humanoid, usually with golden-brown fur and brown eyes. Jackalweres tend to be solitary or live in pairs, though sometimes they congregate into larger packs. In Khemit, jackalweres are feared and associated with death and dying. They often haunt graveyards and necropolises, seeking to hasten the journey of the living to the Duat.

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Necropolis, © 2021, Necromancer Games; Author Mark Greenberg, Bill Webb

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