Expertise: Jackal Head's proficiency bonus is doubled for 3 skills and thieves tools.
Evasion: When Jackal Head is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, Jackal Head instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Keen Hearing and Smell: Jackal Head has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics: Jackal Head has advantage on an attack roll against a creature if at least one of the its allies is within 5 feet of the creature and the ally isn't incapacitated.
Shapechanger: Jackal Head can use its action to polymorph into a specific Medium human or a jackal-humanoid hybrid, or back into its true form (that of a Small jackal). Other than its size, its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
Uncanny Dodge: When an attacker that Jackal Head can see hits it with an attack, it can use its reaction to halve the attack’s damage against it.
Bite (Jackal or Hybrid Form Only): Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 7 1d4+5 piercing damage.
Scimitar (Human or Hybrid Form Only): Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 8 1d6+5 slashing damage.
Hand Crossbow (Human or Hybrid Form Only): Ranged Weapon Attack: +9 to hit, reach 30/120 ft., one target. Hit: 8 1d6+5 piercing damage.
Cunning Action: Jackal Head can take a bonus action on each of its turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.
Curse of the Jackal Lord: When a creature that can see Jackal Head's eyes starts its turn within 30 ft. of Jackal Head, it can force the creature to make a DC 14 Constitution saving throw if Jackal Head isn't Incapacitated and can see the creature. If the saving throw fails by 5 or more, the creature is instantly turned into a Jackal. Otherwise, a creature that fails the save begins to turn into the animal and is Restrained. The Restrained creature must repeat the saving throw at the end of its next turn, becoming fully transfromed into a Jackal on a failure or ending the effect on a success. The animal transformation lasts until the creature is freed by the Greater Restoration spell, polymorph spell, or other magic. A creature that successfully saves against the effect is immune to Jackal Head's gaze for the next 24 hours. Undead and creatures immune to polymorph aren't affected by it.
Sneak Attack: Once per turn, Jackal Head can deal an extra 5d6 damage to one creature it hits with an attack if it has advantage on the attack roll. The attack must use a finesse or a ranged weapon. Jackal Head doesn't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and Jackal Head doesn’t have disadvantage on the attack roll.
In a city of cut throats, thieves, and scam artists, a king pin rises with a tyrannical grip and a fearful power in his gaze. Jackal Head is a particularly skilled and deadly jackalwere, though his namesake stems from the metal dog shaped helmet he wears. The sadistic crime boss owes his inception to a persistent curse placed on the land. A Jackal Lord must always exist and where one falls, a new one ascends, transformed from the most dangerous of villains living in the local. Where Jackal Head can't persuade a business deal, he bullies them into submission, where he can't use violence, he uses his supernatural gaze to transform his enemies into harmless jackals to torment and control at his leisure. Just be sure, to put this criminal down is to potentially give rise to a more dangerous Jackal Lord.