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Jackalwere

CR 2.00 Magical Beast CE Medium HD 3
This armored humanoid has a jackal's head, bulging muscles, and a gaze that makes the world drift away.

Jackalweres are evil, supernatural jackals born with the ability to assume human form. Some folks superstitiously consider jackalweres to be emissaries of evil spirits or wicked desert gods, and it is easy to understand why, as they can take the shape of a human and possess a keen intellect; however, they also have a taste for murder and humanoid flesh.

In its hybrid form, a jackalwere stands 6 feet tall and weighs 150 pounds.

HP
22 (3d10+6)
AC
17, touch 14, flat-footed 13 (+2 armor, +3 Dex, +1 dodge, +1 natural)
Init
+3
Speed
30 ft.
Fort
+5
Ref
+6
Will
+2
BAB
+3
CMB
+5
CMD
19
Melee
mwk battleaxe +6 (1d8+2/×3), bite +0 (1d6+1) or bite +5 (1d6+3)
DR
5/cold iron
Racial Modifiers
+2 Bluff, +2 Survival
str
15
+2
dex
17
+3
con
15
+2
int
12
+1
wis
12
+1
cha
12
+1

Sleep — Sleep for 3 minutes (a standard action rouses the creature, as does damage), 30 feet, Will DC 12 negates. A creature that succeeds at the saving throw cannot be affected by the same jackalwere's sleep gaze for 24 hours. This is a sleep effect. The save DC is Charisma-based.

Weapon Intuition — A jackalwere is proficient with simple and martial melee weapons.

Change Shape — A jackalwere has three forms. Its natural form is that of a jackal, but it can also take the form of a human or a human-jackal hybrid. A jackalwere's human form is fixed—it cannot assume different human forms. A jackalwere can use its sleep gaze in any of its forms. In jackal form, it functions as a dog. In its hybrid form, a jackalwere can make a bite attack as a secondary attack, while in human form it lacks its bite attack entirely. A jackalwere can shift into any of its three alternate forms as a move action. Equipment does not meld with the new form between human and hybrid forms but does between those forms and its jackal form.

Jackal Empathy — A jackalwere can communicate and empathize with jackals (use stats for Small dog), and can use Bluff as if it were Diplomacy to change a jackal's attitude, receiving a +4 racial bonus to do so.

Universal Monster Rules

Change Shape Su from Universal Monster Rule
A creature with this special quality has the ability to assume the appearance of a specific creature or type of creature (usually a humanoid), but retains most of its own physical qualities. The creature cannot change shape to a form more than one size category smaller or larger than its original form. This ability functions as a polymorph spell, the type of which is listed in the creature's description, but the creature does not adjust its ability scores (although it gains any other abilities of the creature it mimics). Unless otherwise stated, it can remain in an alternate form indefinitely. Some creatures, such as lycanthropes, can transform into unique forms with special modifiers and abilities. These creatures do adjust their ability scores, as noted in their descriptions.

Special Abilities

Jackal Empathy from text
A jackalwere can communicate and empathize with jackals (use stats for Small dog), and can use Bluff as if it were Diplomacy to change a jackal's attitude, receiving a +4 racial bonus to do so.
Sleep from text
Sleep for 3 minutes (a standard action rouses the creature, as does damage), 30 feet, Will DC 12 negates. A creature that succeeds at the saving throw cannot be affected by the same jackalwere's sleep gaze for 24 hours. This is a sleep effect. The save DC is Charisma-based.
Weapon Intuition from text
A jackalwere is proficient with simple and martial melee weapons.

Feats, Traits & Items

Alertness from Feat

You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.

Calculated: +2 Perception, +2 Sense Motive
Dodge from Feat

You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.

Calculated: +1 Ac

Acrobatics +7, Bluff +6, Perception +7, Sense Motive +3, Stealth +7, Survival +6

Details
Magical Beast Medium CE
Environment
warm deserts
Organization
solitary, pair, hunt (1-2 jackalweres and 3-8 jackals), or pack (2-5 plus 3-12 jackals)
Treasure
standard (leather armor, masterwork battleaxe, other treasure)
Senses
darkvision 60 ft., low-light vision, scent; Perception +7
Languages
Common
Source
Bestiary 3 Get this book
Attribution

Seeded catalog content, attributed to Paizo Inc. by catalog provenance — not an individual Open Game License attestation. Licensing for reproduced SRD content is covered by the site's Section 15 register.

Sources Used in This Record
2 House/Core
  • Uses feat: Alertness (Feat) — core content under OGL 1.0a
  • Uses feat: Dodge (Feat) — core content under OGL 1.0a
View references and cross-links for Jackalwere

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