Jackal
Small animal- Challenge
- STR
- −1
- DEX
- 2
- CON
- 0
- INT
- −4
- WIS
- 1
- CHA
- −2
- Fort
- +0
- Ref
- +1
- Will
- +0
Keen Hearing and Smell. The jackal has advantage on Perception checks that rely on hearing or smell.
Maneuvers. The jackal uses maneuvers (maneuver save Difficulty 11). It has 1 stamina die which is a d8 and regains its stamina die when it finishes a short or long rest. It knows the following maneuvers:
1 stamina die: distract, spring attack, tear flesh
Pack Tactics. The jackal has advantage on attacks made 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 (1)
Bite. Melee Weapon Attack: −1 to hit. Hit: 1 (1d4 − 1) piercing damage.
Maneuvers
As an action, make a weapon attack to distract the creature, giving your allies an opening.
On a hit, add the stamina die to the attack’s damage and make a Deception check opposed by the creature’s passive Insight or it is flat-footed to creatures other than you until the end of its next turn.
On a critical hit, add twice as much damage.
On a miss by 4 or less, add half as much damage.
Enhance
You can increase the damage for each additional stamina die expended.
As an action, you can use the Dash action. If you move at least 3 meters straight toward a creature, you can make a melee weapon attack against it.
On a hit, add the stamina die to the attack’s damage.
On a critical hit, add twice as much damage.
On a miss by 4 or less, add half as much damage.
Enhance
You can increase the damage for each additional stamina die expended.
As an action, make a melee weapon attack with a natural weapon that deals piercing or slashing damage to cause jagged wounds that bleed.
On a hit, add the stamina die to the attack’s damage and the creature is bleeding 1.
On a critical hit, add twice as much damage.
On a miss by 4 or less, add half as much damage.
Enhance
You can increase the damage and bleeding level by 1 for each additional stamina die expended.