JACKAL INHERITOR
Hit Dice: 2+4
Armor Class: 13
Attacks: 1 weapon (1d6 + weapon modifier) or bite (1d6)
Saving Throw: 16
Special: Hideous howling, pack tactics, scavenger's purse
Movement: 9
Size: M
Challenge Level/XP: 4/120
Jackal inheritors can be found throughout Sebkhedis and the Plains of Ash in the south of Antediluvia. They are worshippers of Zuhid, the Dead God of Irem, and are thought to traffick with the denizens of the Plateau of Leng. Jackal inheritors are humanoid, with the heads of jackals, and are of slight but wiry build. They are pack hunters of a nomadic bent that consider every other creature prey, plunder, or slave.
When three or more jackal inheritors are encountered, they will begin a terrifying howling when they sight prey. When a character hears this howling they must save or be panicked for as long as the howling continues or there are less than three jackal inheritors left in combat. Jackal inheritors are also notorious for working as a pack. If two or more jackal inheritors are in adjacent positions in combat, they cannot be flanked and gain a +1 to attack. If characters search the body of a fallen jackal inheritor, who are known scavengers, there will be a 50% chance of finding any mundane item they need upon the body (within reason).
JACKAL BROOD
Hit Dice: 1+1
Armor Class: 12
Attacks: 1 bite (1d6)
Saving Throw: 17
Special: Hideous howling, swarming fury
Movement: 12
Size: S
Challenge Level/XP: 3/60
The jackal brood is a supernatural breed of jackals under the exclusive command of the jackal inheritors. Empowered by the same dark forces, they obey every whim of the jackal inheritors and display a strange intelligence beyond the levels of a normal animal, and can in fact understand speech and complex instructions. It is rumored that the spirits of demons are bound within their bodies.
When three or more of the jackal brood are encountered, they will begin a
terrifying howling when they sight prey. When a character hears this
howling they must save or be panicked for as long as the howling
continues or there are less than three jackals left in combat. The jackal brood's members count as jackal inheritors for the purpose of this howling ability, and vice verse, and the two groups often use this ability in tandem.
When six or more of the jackal brood are encountered as a pack, they attack in a mad swarm of fangs and fur, doing 1d8 points of damage and gaining a +1 to saving throws until their number falls below six.