Jackalwere
Medium-sized Shapechanger
Hit Dice	4d8+4 (22 hp’s)	
Initiative	+4 (Improved Initiative feat)	
Speed	30ft	
AC	16 (+6 natural)	
Attacks	By weapon +4 melee +3 ranged or Bite +4	
Damage	By weapon +1 (melee only), Bite 1d6+1	
Face/Reach	5ft x 5ft/ 5ft	
Special Attacks	Sleep Gaze	
Special Qualities	Shapechanger
Damage Resistance 10/ Iron or +1, Low-light and Dark Vision (60ft)	
Saves	Fort +5, Ref +4, Will +5	
Abilities	Str 12, Dex 10, Con 13, Int 12, Wis 13, Cha 14	
Skills	Bluff +6, Climb +4, Disguise +16, Intimidate +6, Listen +9, Search +5, Spot +9	
Feats	Alertness, Improved Initiative	
Climate/Terrain	Any temperate	
Organization	Packs of 1 to 4 members accompanied by 1 to 6 normal jackals	
Challenge Rating	2	
Treasure	Standard	
Alignment	Usually Chaotic Evil	
Advancement Range	By character class	

See the AD&D 2nd Edition Monstrous Manual for more information.

Combat:
Jackalweres try to use their bite attack as often as they can, but will not forsake weapon attacks if doing so will cause them to lose the battle.  

Shapechanger: Jackalweres change shapes like werewolves, but they do not heal damage when changing forms.  They have human, hybrid, and jackal forms (use wolves as a quick fix for jackal stats).   

Sleep Gaze: In all forms, jackalweres have a powerful sleep gaze that works as a sleep spell (DC 13) that works on unsuspecting targets.  Note that scared, excited, or hostile people are not considered unsuspecting.

Skills: +10 bonus to Disguise checks.

Society:
See the AD&D 2nd Edition Monstrous Manual for more information.

Characters:
Jackalweres prefer the fighter class, though barbarians and rangers are common as well.  A small percentage are clerics casting spells from the Evil, Protection, Animal, and War Domains.