Chaos Jackal

Source product: Cyclopedia of Common Animals
Pages: 49
Section: Canines – Jackals

Jackals are common pack scavengers which are normally only dangerous to humans when either they outnumber them by 3 -to-1, or if the humans are injured. Chaos jackals are indistinguishable from normal jackals, until they are interacted with in some way. The connection these scavengers have with the powers of death and the wastelands gives each chaos jackal 1d3 powers, as indicated below: 1d5 Power 1 Human Form: The chaos jackal may take the form of a human (male or female) for up to 1d3 hours at a time, 1d4 times each 24-hour period. 2 Sleep Gaze: Those who meet the chaos jackal’s gaze must succeed in a DC 15 Will save or fall into a magical slumber. They can be awakened normally, and automatically awaken if they take damage. 3 Malignant Bite: The power of un -death flows through the chaos jackal, which gains a 19 -20 critical hit range and used 1d6/U to determine critical hit effects. 4 Spell Casting: The chaos jackal can cast spells as a level 1d3 -1 (minimum 1) wizard or cleric (equal chance of each). 5 Phasing: The chaos jackal can phase through solid matter at will. Physical attacks phase through the creature if it can succeed on a Reflex save (DC equal to attack roll). A Mighty Deed to time an attack to avoid this phasing increases the DC by the result of a successful Deed Die.

Summary

Init +5; Atk bite +2 melee (1d4); AC 13; HD 3d4; MV 40’; Act 1d20; SP chaos power; SV Fort +2, Ref +4, Will +3; AL C.

Created: Dec 6, 2025
Updated: Dec 6, 2025