Encounters: Cormanthor - The Midwood
Jackalwere (CR 2)
AC: 17 (+1 size, +3 Dex, +3 natural) as jackal, touch 14, flat-footed 14; 16 (+3 Dex, +3 natural) as hybrid, touch 13, flat-footed 13; 15 (+3 Dex, +2 natural) as humanoid, touch 13, flat-footed 12
Hit Dice: 4d8+8 (26 hp); DR: DR 5/iron
Fort +6, Ref +7, Will +3
Speed: 40 ft. as jackal, 30 ft. as humanoid or hybrid
Space: 5 ft./5 ft.
Base Attack +4; Grapple +1
Attack: Bite +5 melee as jackal or hybrid; scimitar +5 melee as humanoid
Full Attack: Bite +5 melee as jackal; bite +5 melee and scimitar +0 melee as hybrid; scimitar +5 melee as humanoid
Damage: Bite 1d4+1 as jackal; bite 1d6+1, scimitar 1d6 as hybrid; scimitar 1d6+1 as humanoid
Special Attacks: Sleep gaze
Abilities: Str 13, Dex 16, Con 15, Int 11, Wis 12, Cha 12
Special Qualities: Alternate form
Feats: Alertness; Dodge
Skills: Bluff +3, Disguise 3*, Listen +5, Sense Motive +3, and Spot +5
Advancement: By character class
Climate/Terrain: Temperate land
Organization: Solitary or pack (2-4 plus 1-6 jackals)
Source: Fiend Folio
Sleep Gaze (Su): Anyone within 30 feet of a jackalwere (in any of its forms) that meets the creature's gaze must succeed on a Will saving throw (DC 13) or fall asleep for 5 minutes. Jackalweres are immune to their own gaze attacks and to those of others of their kind. Creatures engaged in combat receive a +4 bonus on their saving throws.
Alternate Form (Su): A jackalwere has two primary forms that it can shift between at will. One of these appears as a Small jackal, while the other is a Medium hybrid form. The statistics for these forms appear above.
In addition, a jackalwere can take the form of any Medium humanoid.
Skills: *In jackal form, a jackalwere is effectively disguised as an animal, gaining a +10 bonus on Disguise checks while in this form.
In jackal form, a jackalwere uses its bite. In hybrid form, it uses weapons and its bite. In humanoid form, it can attack only with weapons.