Jackalwere Guard

Family: Jackalwere

Medium humanoid (shapechanger), chaotic evil

Armor Class 16 (hide, shield)
Hit Points 102 (12d8 + 48)
Speed 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 20 (+5) 18 (+4) 12 (+1) 12 (+1) 10 (+0)

Skills Athletics +5, Deception +6, Perception +7, Stealth +8
Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks not made with silver
Senses passive Perception 17
Languages Common (can’t speak in jackal form)
Challenge 7 (2,900 XP)

Special Traits

  • Brute. A melee weapon deals one extra die of its damage when the jackalwere hits with it (included in the attack).
  • Evasion. If the jackalwere is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the jackalwere instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
  • Keen Smell. The jackalwere has advantage on Wisdom (Perception) checks that rely on smell.
  • Rampage (jackal or hybrid form only). When the jackalwere reduces a creature to 0 hit points with a melee attack on its turn, the jackalwere can take a bonus action to move up to half its speed and make a bite attack.
  • Shapechanger. The jackalwere can use its action to polymorph into a specific Medium human or a jackal/humanoid hybrid, or back into its true form, which is a Small jackal. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.

Actions

  • Multiattack (humanoid or hybrid form only). The jackalwere guard uses its Sleep Gaze and makes three attacks, only one of which can be a Bite.
  • Bite (jackal or hybrid form only). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.
  • Shortsword (humanoid or hybrid form only). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) piercing damage.
  • Sleep Gaze. The jackalwere gazes at one creature it can see within 30 feet of it. The target must make a DC 15 Wisdom 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.

Reactions

  • Defend. When a creature makes a melee attack against an ally of the jackalwere, the jackalwere grants a +2 bonus to the ally’s AC if the ally is within 5 feet of the jackalwere.
Section 15: Copyright Notice

City of Brass ©2018 Frog God Games; Authors: Casey Christofferson and Scott Greene