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Jackal

Small Beast, unaligned

CR 0

10 XP

AC: 12
HP: 3 (1d6)
Speed: walk 40 ft.
Skills: Perception +3
Senses: passive Perception 13
Languages:
STR
8
-1
DEX
15
+2
CON
11
+0
INT
3
-4
WIS
12
+1
CHA
6
-2

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

Challenge: CR 0
Type: Beast
Size: Small
Alignment: unaligned
Best for party of 4 at level 1

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.

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