Jackalwere
Fiend resembling a small jackal, able to assume humanoid form.
Motives & Tactics: Protect Pack, Surround, Stalk, Hunt
Fiend resembling a small jackal, able to assume humanoid form.
The origin of jackalwere has been the result of magical tampering by a powerful trickster entity. A once great nation of intelligent, primal jackals has been left in ruins after a series of conflicts with other ancient tribes. After howling in anguish, fear, and rage, the primal spirit known as Dark Sister heard their cries and bestowed upon them her gifts of deception and roguery.
Jackalwere’s true form is indistinguishable from a regular jackal. In their humanoid form, they are fearsome monsters with a coat of fur, a jackal’s head, and a bipedal figure. They use this shapeshifting power to lure in those who take pity on them before viciously slaughtering them. They hunt in packs, preferring the company of jackals and other jackalwere.
Regardless of their form, the gaze of a jackalwere is incredibly dangerous, capable of putting the unsuspecting victim into a trance. Their slumber-inducing stare doesn’t work on other jackalwere or any entity incapable of being magically charmed.
If the jackalwere makes an attack and another jackalwere is within Melee range of the target, it has Advantage. If the attack succeeds, deal 2d8 physical damage instead of their standard damage and you gain a Fear.
While Hidden, mark a Stress to leap into Melee range of a target located within Close range. The target must succeed on an Agility or Instinct Reaction Roll (14) or take 2d8 physical damage and become temporarily Restrained.
Spend a Fear to look into the eyes of a target within Close range. Target must succeed on an Instinct Reaction Roll or become Entranced until they mark 2 Stress. Other jacklawere within Close range of the target can mark a Stress to each add a +1 bonus to the Difficulty of the reaction roll. While Entranced, a target can't act and is Vulnerable.
The jackalwere can polymorph back into its true form, that of a small jackal. It gains +2 bonus to its Difficulty.
Spend a Fear to move up to Close range and make two standard attacks against a single target within Melee range. If both attacks hit, combine the damage and the target also loses a Hope.
Tier 2 skulk
Fiend resembling a small jackal, able to assume humanoid form.
Motives & Tactics: Protect Pack, Surround, Stalk, Hunt
Difficulty: 12 | Thresholds: 12/22 | HP: 6 | Stress: 4
ATK: +3 | Claws and Teeth: Melee | 2d8+4 Physical
Experience: Keen Senses +3
HP:
STRESS:
Fiend resembling a small jackal, able to assume humanoid form.
Motives & Tactics: Protect Pack, Surround, Stalk, Hunt
The origin of jackalwere has been the result of magical tampering by a powerful trickster entity. A once great nation of intelligent, primal jackals has been left in ruins after a series of conflicts with other ancient tribes. After howling in anguish, fear, and rage, the primal spirit known as Dark Sister heard their cries and bestowed upon them her gifts of deception and roguery.
Jackalwere’s true form is indistinguishable from a regular jackal. In their humanoid form, they are fearsome monsters with a coat of fur, a jackal’s head, and a bipedal figure. They use this shapeshifting power to lure in those who take pity on them before viciously slaughtering them. They hunt in packs, preferring the company of jackals and other jackalwere.
Regardless of their form, the gaze of a jackalwere is incredibly dangerous, capable of putting the unsuspecting victim into a trance. Their slumber-inducing stare doesn’t work on other jackalwere or any entity incapable of being magically charmed.
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No subclasses available.
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