Jackal Lord
Medium Monstrous Humanoid — CR 8
Jackal Lord is a D&D 3.5 monster from —. CR 8, HD 8d8+16 (52 hp).
- Hit Dice
- 8d8+16 (52 hp)
- Initiative
- +2
- Speed
- land 30 ft, 30 ft.
- Base Attack / Grapple
- +8/+9
- Attack
- Bite +9 melee, or +1 scimitar +10 melee
- Full Attack
- Bite +9 melee and 2 claws +4 melee, or +1 scimitar +10/+5 melee
- STR
- 13
- DEX
- 15
- CON
- 14
- INT
- 12
- WIS
- 18
- CHA
- 17
- Fort / Ref / Will
- +4 / +8 / +12
- Challenge Rating
- 8
- Alignment
- Always lawful evil
- Organization
- Solitary
- Treasure
- Double standard
- Level Adjustment
- +4
Special Abilities
Alternate FormCurse of the JackalDominate AnimalSummon Jackals
Feats
Description
A jackal lord can reverse this effect by gazing upon an individual that was cursed by itself or by some other jackal lord, but doing so counts as its use of the ability for that day. Otherwise, only a limited wish, miracle, or wish can restore the victim.
*Domain spell. Domains: Animal (animal friendship 1/day), Evil (cast evil spells at +1 caster level).
Most jackal lords are cowards, and prefer to have their minions and jackals do the fighting for them. They will typically summon a large pack of jackals to protect them in case an opponent gets too close.
A jackal lord will use its alternate form ability either to attack or to blend in with a pack of jackals and slip away from danger. Barring that, jackal lords use their scimitars, teeth, and claws to eliminate and opponent.
Jackal lords reserve their curse of the jackal ability for only the most powerful opponents or those they want to make an example of. Because they can dominate jackals, they usually try to dominate an opponent after it has been transformed.