Jackal
Small Beast, unaligned
10 XP
Special Abilities
Keen Hearing and Smell
The jackal has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics
The jackal has advantage on an attack roll against a creature if at least one of the jackal's allies is within 5 ft. of the creature and the ally isn't incapacitated.
Actions
Bite
Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 (1d4 - 1) piercing damage.
Quick Reference
Running This Encounter
Jackals are cowardly scavengers that attack in packs to overwhelm prey through numbers and distraction. Use 4-6 jackals per party of 4 to create a moderate threat, as individually they pose minimal danger. They are best used as minions or encounters that emphasize action economy rather than individual monster difficulty. Consider mixing them with a stronger alpha predator or bandit leader to increase tactical complexity.
Combat Tactics
Jackals prioritize flanking and attacking isolated targets, attempting to separate party members from the group. They flee if reduced to half their starting number, demonstrating pack cowardice. They focus on the weakest-armored or spellcasting targets when possible.
Environment & Setting
Jackals thrive in arid and semi-arid regions including deserts, badlands, and sparse grasslands. They often lair near settlements, ruins, or trade routes where they can scavenge refuse and hunt livestock.