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9th level monster conversions!
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<blockquote data-quote="the Jester" data-source="post: 4452105" data-attributes="member: 1210"><p>EDIT: As there's an official version of these guys, I won't be updating them to MM3 standards.</p><p></p><p><strong><span style="font-size: 18px">JACKALWERE</span></strong></p><p> </p><p>Jackalweres are terianthropes- animals that can assume the form of a humanoid (usually but not always a human). In the case of jackalweres, the natural form of the creature is that of a jackal, but a jackalwere is most effective in its hybrid form and will almost always fight in it. </p><p></p><p><strong><span style="font-size: 15px">JACKALWERE AYNA--- Level 9 Controller</span></strong></p><p>Medium fey humanoid (shapechanger)--- XP 400</p><p>---</p><p>Initiative +6; Senses Perception +6; low-light vision</p><p>HP 92; Bloodied 46</p><p>Regeneration 5 (if a jackalwere takes damage from a cold iron weapon, its regeneration doesn’t function on its next turn).</p><p>AC 23; Fortitude 21; Reflex 21; Will 23</p><p>Speed 7</p><p>---</p><p><strong>[Melee basic] Longsword</strong> (standard; at will) <strong>Weapon:</strong> +14 vs. AC; 1d8+4 damage, and the target is marked until the end of the jackalwere’s next turn.</p><p></p><p><strong>[Ranged] Longbow </strong>(standard; at will) <strong>Weapon:</strong> Range 15/30; +14 vs. AC; 1d10+4 damage.</p><p><strong></strong></p><p><strong>[Ranged] Sleep Gaze </strong>(minor; at will, 1/round) <strong>Sleep:</strong> Range 6; +13 vs. Will; Hit: target is slowed (save ends); First failed save: target falls unconscious (save ends); Miss: target is slowed until the end of the jackalwere’s next turn.</p><p><strong></strong></p><p><strong>Alternate Forms</strong> (minor; at will) <strong>Polymorph: </strong>The jackalwere can assume three forms- that of a specific humanoid (usually a human), that of a jackal or a hybrid form. In its jackal form, it loses its ability to use weapons and speak and gains a bite attack (+14 vs. AC; 1d8+5 damage). In humanoid or hybrid form, its statistics remain the same. It remains in whichever form it assumes until it spends a minor action to change again, and is equally comfortable in all three forms for extended periods. </p><p>---</p><p>Alignment chaotic evil; Languages Common, Jackalwere</p><p>Skills Bluff +15, Insight +11</p><p>Str 18; Dex 15; Wis 14</p><p>Con 12; Int 17; Cha 22</p><p>---</p><p>Equipment leather armor, longsword, longbow, 20 arrows</p><p></p><p></p><p></p><p><span style="font-size: 15px"><strong>JACKALWERE ARCHER--- Level 9 Artillery</strong></span></p><p>Medium fey humanoid (shapechanger)--- XP 400</p><p>---</p><p>Initiative +10; Senses Perception +6; low-light vision</p><p>HP 72; Bloodied 36</p><p>Regeneration 5 (if a jackalwere takes damage from a cold iron weapon, its regeneration doesn’t function on its next turn).</p><p>AC 21; Fortitude 21; Reflex 23; Will 21</p><p>Speed 7</p><p>---</p><p><strong>[Melee basic] Longsword</strong> (standard; at will) <strong>Weapon:</strong> +14 vs. AC; 1d8+4 damage, and the target is marked until the end of the jackalwere’s next turn. </p><p></p><p><strong>[Ranged basic] Longbow</strong> (standard; at will) <strong>Weapon: </strong>Range 15/30; +16 vs. AC; 1d10+4 damage.</p><p></p><p><strong>[Ranged] Stunning Shot </strong>(standard; recharge6) <strong>Weapon:</strong> Range 15/30; +16 vs. AC; 3d10+4 damage, plus target is stunned until the end of the jackalwere’s next turn.</p><p><strong></strong></p><p><strong>Alternate Forms </strong>(minor; at will) <strong>Polymorph:</strong> The jackalwere can assume three forms- that of a specific humanoid (usually a human), that of a jackal or a hybrid form. In its jackal form, it loses its ability to use weapons and speak and gains a bite attack (+16 vs. AC; 1d8+5 damage). In humanoid or hybrid form, its statistics remain the same. It remains in whichever form it assumes until it spends a minor action to change again, and is equally comfortable in all three forms for extended periods. </p><p>---</p><p>Alignment chaotic evil; Languages Common, Jackalwere</p><p>Skills Bluff +12, Insight +11</p><p>Str 18; Dex 22; Wis 14</p><p>Con 12; Int 17; Cha 17</p><p>---</p><p>Equipment leather armor, longsword, longbow, 20 arrows</p><p></p><p></p><p><strong><span style="font-size: 15px">JACKALWERE WAGHALTER--- Level 11 Soldier</span></strong></p><p>Medium fey humanoid (shapechanger)--- XP 600</p><p>---</p><p>Initiative +9; Senses Perception +7; low-light vision</p><p>HP 112; Bloodied 56</p><p>Regeneration 5 (if a jackalwere takes damage from a cold iron weapon, its regeneration doesn’t function on its next turn).</p><p>AC 27; Fortitude 25; Reflex 23; Will 23</p><p>Speed 7</p><p>---</p><p><strong>[Melee basic] Longsword</strong> (standard; at will) <strong>Weapon: </strong>+18 vs. AC; 1d8+6 damage, and the target is marked until the end of the jackalwere’s next turn. </p><p></p><p><strong>[Melee] Blade Sweep</strong> (standard; recharge 6) <strong>Weapon:</strong> The jackalwere waghalter makes one attack each on two separate opponents within reach: +16 vs. AC; 4d8+6 damage and target slides 2 squares and is marked until the end of the jackalwere’s next turn.</p><p></p><p><strong>[Melee] Somnambulant Riposte</strong> (immediate reaction; when the jackalwere waghalter is hit by a melee attack; encounter) <strong>Sleep, Weapon:</strong> The jackalwere makes an attack on the creature that hit it: +16 vs. AC; Hit: 2d8+6 damage and target is dazed (save ends); Miss: target is dazed until the end of its next turn.</p><p></p><p><strong>Alternate Forms</strong> (minor; at will) <strong>Polymorph:</strong> The jackalwere can assume three forms- that of a specific humanoid (usually a human), that of a jackal or a hybrid form. In its jackal form, it loses its ability to use weapons and speak and gains a bite attack (+18 vs. AC; 1d8+5 damage). In humanoid or hybrid form, its statistics remain the same. It remains in whichever form it assumes until it spends a minor action to change again, and is equally comfortable in all three forms for extended periods. </p><p>---</p><p>Alignment chaotic evil; Languages Common, Jackalwere</p><p>Skills Bluff +15, Insight +11</p><p>Str 22; Dex 15; Wis 14</p><p>Con 16; Int 18; Cha 18</p><p>---</p><p>Equipment leather armor, shield, longsword</p><p></p><p></p><p><strong><span style="font-size: 15px">JACKALWERE CULTISTS--- Level 11 Minions</span></strong></p><p>Medium fey humanoid (shapechanger)--- XP 125</p><p>---</p><p>Initiative +7; Senses Perception +9; low-light vision</p><p>HP 1; a missed attack never damages a minion</p><p>AC 25; Fortitude 23; Reflex 23; Will 23</p><p>Speed 7</p><p>---</p><p><strong>[Melee basic] Longsword</strong> (standard; at will) <strong>Weapon:</strong> +18 vs. AC; 6 damage.</p><p></p><p><strong>Alternate Forms</strong> (minor; at will) <strong>Polymorph:</strong> The jackalwere can assume three forms- that of a specific humanoid (usually a human), that of a jackal or a hybrid form. In its jackal form, it loses its ability to use weapons and speak and gains a bite attack (+18 vs. AC; 5 damage). In humanoid or hybrid form, its statistics remain the same. It remains in whichever form it assumes until it spends a minor action to change again, and is equally comfortable in all three forms for extended periods. </p><p>---</p><p>Alignment chaotic evil; Languages Common, Jackalwere</p><p>Str 18; Dex 15; Wis 18</p><p>Con 10; Int 18; Cha 12</p><p>---</p><p>Equipment leather armor, shield, longsword</p><p></p><p></p><p><strong><span style="font-size: 15px">JACKALWERE MOCKER--- Level 19 Controller</span></strong></p><p>Medium fey humanoid (shapechanger)--- XP 2400</p><p>---</p><p>Initiative +13; Senses Perception +13; low-light vision</p><p>HP 177; Bloodied 88</p><p>AC 33; Fortitude 30; Reflex 31; Will 34</p><p>Speed 8</p><p>---</p><p><strong>[Melee basic] Longsword</strong> (standard; at will) <strong>Weapon:</strong> +24 vs. AC; 2d8+5 damage, and the target is marked until the end of the jackalwere’s next turn. </p><p></p><p><strong>[Melee] Mocking Blow</strong> (standard; at will) <strong>Weapon:</strong> +23 vs. Will; 2d8+9 damage and the target slides 3 squares and is dazed until the end of the jackalwere mocker’s next turn. </p><p></p><p><strong>[Ranged] Sleep Gaze</strong> (minor; at will, 1/round) <strong>Sleep:</strong> Range 6; +23 vs. Will; Hit: target is slowed (save ends); First failed save: target falls unconscious (save ends); Miss: target is slowed until the end of the jackalwere’s next turn.</p><p></p><p><strong>[Ranged] Mocking Gaze</strong> (minor; at will, 1/round): Range 6; +23 vs. Will; Hit: target suffers a -2 penalty on attack rolls and Will defense (save ends).</p><p></p><p><strong>Alternate Forms</strong> (minor; at will) <strong>Polymorph: </strong>The jackalwere can assume three forms- that of a specific humanoid (usually a human), that of a jackal or a hybrid form. In its jackal form, it loses its ability to use weapons and speak and gains a bite attack (+2 vs. AC; 2d6+7 damage). In humanoid or hybrid form, its statistics remain the same. It remains in whichever form it assumes until it spends a minor action to change again, and is equally comfortable in all three forms for extended periods. </p><p>---</p><p>Alignment chaotic evil; Languages Common, Jackalwere</p><p>Skills Bluff +23, Insight +18</p><p>Str 20; Dex 19; Wis 19</p><p>Con 17; Int 22; Cha 28</p><p>---</p><p>Equipment leather armor, shield, longsword</p></blockquote><p></p>
[QUOTE="the Jester, post: 4452105, member: 1210"] EDIT: As there's an official version of these guys, I won't be updating them to MM3 standards. [B][SIZE="5"]JACKALWERE[/SIZE][/B] Jackalweres are terianthropes- animals that can assume the form of a humanoid (usually but not always a human). In the case of jackalweres, the natural form of the creature is that of a jackal, but a jackalwere is most effective in its hybrid form and will almost always fight in it. [B][SIZE="4"]JACKALWERE AYNA--- Level 9 Controller[/SIZE][/B] Medium fey humanoid (shapechanger)--- XP 400 --- Initiative +6; Senses Perception +6; low-light vision HP 92; Bloodied 46 Regeneration 5 (if a jackalwere takes damage from a cold iron weapon, its regeneration doesn’t function on its next turn). AC 23; Fortitude 21; Reflex 21; Will 23 Speed 7 --- [B][Melee basic] Longsword[/B] (standard; at will) [B]Weapon:[/B] +14 vs. AC; 1d8+4 damage, and the target is marked until the end of the jackalwere’s next turn. [B][Ranged] Longbow [/B](standard; at will) [B]Weapon:[/B] Range 15/30; +14 vs. AC; 1d10+4 damage. [B] [Ranged] Sleep Gaze [/B](minor; at will, 1/round) [B]Sleep:[/B] Range 6; +13 vs. Will; Hit: target is slowed (save ends); First failed save: target falls unconscious (save ends); Miss: target is slowed until the end of the jackalwere’s next turn. [B] Alternate Forms[/B] (minor; at will) [B]Polymorph: [/B]The jackalwere can assume three forms- that of a specific humanoid (usually a human), that of a jackal or a hybrid form. In its jackal form, it loses its ability to use weapons and speak and gains a bite attack (+14 vs. AC; 1d8+5 damage). In humanoid or hybrid form, its statistics remain the same. It remains in whichever form it assumes until it spends a minor action to change again, and is equally comfortable in all three forms for extended periods. --- Alignment chaotic evil; Languages Common, Jackalwere Skills Bluff +15, Insight +11 Str 18; Dex 15; Wis 14 Con 12; Int 17; Cha 22 --- Equipment leather armor, longsword, longbow, 20 arrows [SIZE="4"][B]JACKALWERE ARCHER--- Level 9 Artillery[/B][/SIZE] Medium fey humanoid (shapechanger)--- XP 400 --- Initiative +10; Senses Perception +6; low-light vision HP 72; Bloodied 36 Regeneration 5 (if a jackalwere takes damage from a cold iron weapon, its regeneration doesn’t function on its next turn). AC 21; Fortitude 21; Reflex 23; Will 21 Speed 7 --- [B][Melee basic] Longsword[/B] (standard; at will) [B]Weapon:[/B] +14 vs. AC; 1d8+4 damage, and the target is marked until the end of the jackalwere’s next turn. [B][Ranged basic] Longbow[/B] (standard; at will) [B]Weapon: [/B]Range 15/30; +16 vs. AC; 1d10+4 damage. [B][Ranged] Stunning Shot [/B](standard; recharge6) [B]Weapon:[/B] Range 15/30; +16 vs. AC; 3d10+4 damage, plus target is stunned until the end of the jackalwere’s next turn. [B] Alternate Forms [/B](minor; at will) [B]Polymorph:[/B] The jackalwere can assume three forms- that of a specific humanoid (usually a human), that of a jackal or a hybrid form. In its jackal form, it loses its ability to use weapons and speak and gains a bite attack (+16 vs. AC; 1d8+5 damage). In humanoid or hybrid form, its statistics remain the same. It remains in whichever form it assumes until it spends a minor action to change again, and is equally comfortable in all three forms for extended periods. --- Alignment chaotic evil; Languages Common, Jackalwere Skills Bluff +12, Insight +11 Str 18; Dex 22; Wis 14 Con 12; Int 17; Cha 17 --- Equipment leather armor, longsword, longbow, 20 arrows [B][SIZE="4"]JACKALWERE WAGHALTER--- Level 11 Soldier[/SIZE][/B] Medium fey humanoid (shapechanger)--- XP 600 --- Initiative +9; Senses Perception +7; low-light vision HP 112; Bloodied 56 Regeneration 5 (if a jackalwere takes damage from a cold iron weapon, its regeneration doesn’t function on its next turn). AC 27; Fortitude 25; Reflex 23; Will 23 Speed 7 --- [B][Melee basic] Longsword[/B] (standard; at will) [B]Weapon: [/B]+18 vs. AC; 1d8+6 damage, and the target is marked until the end of the jackalwere’s next turn. [B][Melee] Blade Sweep[/B] (standard; recharge 6) [B]Weapon:[/B] The jackalwere waghalter makes one attack each on two separate opponents within reach: +16 vs. AC; 4d8+6 damage and target slides 2 squares and is marked until the end of the jackalwere’s next turn. [B][Melee] Somnambulant Riposte[/B] (immediate reaction; when the jackalwere waghalter is hit by a melee attack; encounter) [B]Sleep, Weapon:[/B] The jackalwere makes an attack on the creature that hit it: +16 vs. AC; Hit: 2d8+6 damage and target is dazed (save ends); Miss: target is dazed until the end of its next turn. [B]Alternate Forms[/B] (minor; at will) [B]Polymorph:[/B] The jackalwere can assume three forms- that of a specific humanoid (usually a human), that of a jackal or a hybrid form. In its jackal form, it loses its ability to use weapons and speak and gains a bite attack (+18 vs. AC; 1d8+5 damage). In humanoid or hybrid form, its statistics remain the same. It remains in whichever form it assumes until it spends a minor action to change again, and is equally comfortable in all three forms for extended periods. --- Alignment chaotic evil; Languages Common, Jackalwere Skills Bluff +15, Insight +11 Str 22; Dex 15; Wis 14 Con 16; Int 18; Cha 18 --- Equipment leather armor, shield, longsword [B][SIZE="4"]JACKALWERE CULTISTS--- Level 11 Minions[/SIZE][/B] Medium fey humanoid (shapechanger)--- XP 125 --- Initiative +7; Senses Perception +9; low-light vision HP 1; a missed attack never damages a minion AC 25; Fortitude 23; Reflex 23; Will 23 Speed 7 --- [B][Melee basic] Longsword[/B] (standard; at will) [B]Weapon:[/B] +18 vs. AC; 6 damage. [B]Alternate Forms[/B] (minor; at will) [B]Polymorph:[/B] The jackalwere can assume three forms- that of a specific humanoid (usually a human), that of a jackal or a hybrid form. In its jackal form, it loses its ability to use weapons and speak and gains a bite attack (+18 vs. AC; 5 damage). In humanoid or hybrid form, its statistics remain the same. It remains in whichever form it assumes until it spends a minor action to change again, and is equally comfortable in all three forms for extended periods. --- Alignment chaotic evil; Languages Common, Jackalwere Str 18; Dex 15; Wis 18 Con 10; Int 18; Cha 12 --- Equipment leather armor, shield, longsword [B][SIZE="4"]JACKALWERE MOCKER--- Level 19 Controller[/SIZE][/B] Medium fey humanoid (shapechanger)--- XP 2400 --- Initiative +13; Senses Perception +13; low-light vision HP 177; Bloodied 88 AC 33; Fortitude 30; Reflex 31; Will 34 Speed 8 --- [B][Melee basic] Longsword[/B] (standard; at will) [B]Weapon:[/B] +24 vs. AC; 2d8+5 damage, and the target is marked until the end of the jackalwere’s next turn. [B][Melee] Mocking Blow[/B] (standard; at will) [B]Weapon:[/B] +23 vs. Will; 2d8+9 damage and the target slides 3 squares and is dazed until the end of the jackalwere mocker’s next turn. [B][Ranged] Sleep Gaze[/B] (minor; at will, 1/round) [B]Sleep:[/B] Range 6; +23 vs. Will; Hit: target is slowed (save ends); First failed save: target falls unconscious (save ends); Miss: target is slowed until the end of the jackalwere’s next turn. [B][Ranged] Mocking Gaze[/B] (minor; at will, 1/round): Range 6; +23 vs. Will; Hit: target suffers a -2 penalty on attack rolls and Will defense (save ends). [B]Alternate Forms[/B] (minor; at will) [B]Polymorph: [/B]The jackalwere can assume three forms- that of a specific humanoid (usually a human), that of a jackal or a hybrid form. In its jackal form, it loses its ability to use weapons and speak and gains a bite attack (+2 vs. AC; 2d6+7 damage). In humanoid or hybrid form, its statistics remain the same. It remains in whichever form it assumes until it spends a minor action to change again, and is equally comfortable in all three forms for extended periods. --- Alignment chaotic evil; Languages Common, Jackalwere Skills Bluff +23, Insight +18 Str 20; Dex 19; Wis 19 Con 17; Int 22; Cha 28 --- Equipment leather armor, shield, longsword [/QUOTE]
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