Though, when the king rose from the blood soaked soil, he did not have the lifeless stare of the undead. After a short battle was had, the necromancer stood victorious amongst the blood stained corpses that had once been the king and his personal warriors.Īt this point, the necromancer decided to raise from the dead the forces that had aimed to slay him to fight by his side, beginning with the king himself. The king veiwed this as an unacceptable slight to his honor and his lands, and so, before considering the threat at hand, formed a war party and marched against the necromancer. This temper eventually led him to his death, for, one day, a necromancer rose to power, and attacked a city that was under the kings rule. This king ruled his land with a fair hand, but, he was remarked for having a temper that could be sparked with ease, and he often had punishments exacted swiftly, and had led his people to war many times in the past.
History: Many ages ago, in a time when the world was still mostly wild, and nations were still a new concept, there was a king. While each skull was created in it's own unique way, they somehow formed a bond between themselves, and that bond has manifested itself in rather spectacular ways. Summary::The Three Skulls were originally the skulls of three beings an angel, a king, and a jackal. Though, no matter what they were known as at the time, they left a noticable scar in the history of the world. The Three Skulls have each been known by many names in the past: "The Unholy Skull", "The Faded Spirit", "The Forgotten", "The Black Bones" are but a few amongst a thousand. Undead and creatures immune to being charmed aren’t affected by it.Death seeks out all, but only the strong seek out death. A creature that successfully saves against the effect is immune to this jackalwere’s gaze for the next 24 hours. On a failed save, the target succumbs to a magical slumber, falling unconscious for 10 minutes or until someone uses an action to shake the target awake. The target must make a DC 13 Wisdom saving throw. The jackalwere gazes at one creature it can see within 30 feet of it. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Battleaxe (humanoid or hybrid form only).Melee Weapon Attack: +6 to hit, reach 5 ft., one target. The jackalwere makes two melee weapon attacks. Multiattack (jackal or hybrid form only).Any equipment it is wearing or carrying isn’t transformed. Its statistics, other than its size, are the same in each form. The jackalwere can use its action to polymorph into a specific Medium human or a jackal-humanoid hybrid, or back into its true form, which is a Small jackal. When the jackalwere reduces a creature to 0 hit points with a melee attack on its turn, the jackalwere can take a bonus action to move up to half its speed and make a bite attack. of the creature and the ally isn’t incapacitated. The jackalwere has advantage on an attack roll against a creature if at least one of the jackalwere’s allies is within 5 ft. The jackalwere has advantage on Wisdom ( Perception) checks that rely on smell. Languages Common (can’t speak in jackal form)
Skills Deception +4, Perception +5, Stealth +6ĭamage Immunities bludgeoning, piercing, and slashing from nonmagical attacks not made with silver Medium humanoid (shapechanger), chaotic evil