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WEREJACKAL

Medium humanoid (human, shapechanger), neutral evil

DEFENSE

Armor Class 11 in humanoid form, 12 (natural armor) in jackal or hybrid form
Hit Points 45 (7d8 + 14)
Speed 30 ft. (40 ft. in jackal form)

ABILITY SCORES

STR 14 (+2)DEX 12 (+1)CON 14 (+2)INT 11 (+0)WIS 10 (+0)CHA 10 (+0)

STATISTICS

Skills Perception +2, Stealth +3
Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
Senses passive Perception 12
Languages Common (can't speak in jackal form)
Challenge 2 (450 XP)

TRAITS

Shapechanger. The werejackal can use its action to polymorph into a jackal-humanoid hybrid or into a jackal, or back in its true form, which is humanoid. Its statistics, other than its AC, are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.

Keen Sight And Smell. The werejackal has advantage on Wisdom (Perception) checks that rely on sight or smell.

ACTIONS

Multiattack (Humanoid or Hybrid Form Only). The werejackal makes two attacks: one with its bite and one with its longsword.

Bite (Jackal or Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with werejackal lycanthropy.

Longsword (Humanoid or Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage.

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