Kryx RPGThemesCreatures

Jackal

Small animal
Challenge
0

STR
−1
DEX
2
CON
0
INT
−4
WIS
1
CHA
−2

3
1d6
13
Fort
+0
Ref
+0
Will
−1

Speed 8 m.
Skills Insight +1 (12), Perception +2 (13)

Keen Hearing and Smell. The jackal has advantage on Perception checks that rely on hearing or smell.

Maneuvers. The jackal uses maneuvers (maneuver save DC 11). It has 2 stamina dice which are d8s, a dice limit of 1, regains all expended stamina dice when it finishes a long rest, and regains half its total stamina dice when it finishes a short rest. It knows the following maneuvers:

1 stamina die: distract, spring attack, tear flesh

Pack Tactics. The jackal has advantage on an attack roll against a creature if at least one of the jackal’s allies is within 1 meter of the creature and the ally isn’t incapacitated.

Actions

Bite. Melee Weapon Attack: +0 to hit, reach 1 m. Hit: 1 (1d4 − 1) piercing damage.

Desert, Grasslandsrd

Maneuvers

As an action, you can make a weapon attack in an attempt to distract the creature, giving your allies an opening. Add the stamina die to the attack’s damage (add half if you miss by 4 or less). On a hit, make a Deception check opposed by the creature’s passive Insight or the next attack roll against it by an attacker other than you has advantage if the attack is made before the start of your next turn.

Enhance
You can augment this maneuver with the following options, expending stamina dice for each option.
  • You can increase the damage for each additional stamina die expended.

  • You can expend 3 additional stamina dice to cause all attack rolls against the creature by an attacker other than you to have advantage.

As an action, you can use the Dash action. If you move at least 4 meters straight toward a creature, you can make a melee weapon attack against it. Add the stamina die to the attack’s damage (add half if you miss by 4 or less).

Enhance

You can increase the damage for each additional stamina die expended.

1 minute/stamina die

As an action, you can make a melee weapon attack with a natural weapon that deals piercing or slashing damage in an attempt to cause jagged wounds that bleed. Add the stamina die to the attack’s damage (add half if you miss by 4 or less). On a hit, the creature is bleeding for the duration.

At the start of each of its turns while bleeding, the creature must succeed on a Fortitude saving throw or it loses health equal to the stamina die. On a success, the effect end.

If the creature regains health while bleeding, the bleeding ends.

This has no effect on any creature that cannot bleed or lose a vital liquid substance.

Enhance

You can increase both damages for each additional stamina die expended.