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Hurr Jackal

The jackasl roam the deserts of Rabiah in large packs, their unnaturally sharp fangs letting them easily tear through the skin and muscle of their prey. Unlike normal jackals, the hurr jackals don't have any qualms about attacking larger creatures. They take strength and courage alike from their numbers, and being caught in the desert at night means you're likely to see one. If you do, its best to start running or set a flame, since more are likely not far behind.    

Hurr Jackal

The jackasl roam the deserts of Rabiah in large packs, their unnaturally sharp fangs letting them easily tear through the skin and muscle of their prey. Unlike normal jackals, the hurr jackals don't have any qualms about attacking larger creatures. They take strength and courage alike from their numbers, and being caught in the desert at night means you're likely to see one. If you do, its best to start running or set a flame, since more are likely not far behind.


Armor Class11
Hit Points 2d6
Speed30 ft.
Strength8 (-1)
Dexterity12 (+1)
Constitution10 (+0)
Intelligence2 (-4)
Wisdom12 (+1)
Charisma10 (+0)
SensesDarkvision 60 ft.Passive Perception 11
Languages---
Challenge1/4 (50 XP)
SpecialKeen Hearing and SmellThe jackal has an advantage on Wisdom(Perception) checks that rely on hearing or smell
ActionBiteMelee Weapon Attack d20+3 to hit
Reach 5 ft., one targetHit 1d4+1 piercing damage,and the target can't regain hit points untilthe start of the jackal's next turn

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