Father Jackal (Jackalwere Fighter 4/Rogue 4)

This creature appears to be a humanoid jackal, wielding a battle-axe.

Father Jackal CR 9

XP 6,400
Male jackalwere fighter 4/rogue 4
CE Medium magical beast (shapechanger)
Init +7; Senses darkvision 60 ft., low-light vision, scent; Perception +10

DEFENSE

AC 28, touch 17, flat-footed 25 (+6 armor, +4 deflection, +3 Dex, +3 natural, +2 shield)
hp 115 (11 HD; 7d10+4d8+59)
Fort +13, Ref +11, Will +4
Defensive Abilities evasion, trap sense +1, uncanny dodge; DR 5/cold iron

OFFENSE

Speed 20 ft. (30 ft. without armor, 40 ft. in jackal form)
Melee +1 battleaxe +14/+9 (1d8+6/x3) and bite +8 (1d6+1) or Power Attack +1 battleaxe +11/+6 (1d8+15/x3) and bite +5 (1d6+4)
Ranged throwing axe +12/+7 (1d6+3)
Special Attacks sleep gaze, sneak attack +2d6

TACTICS

Before Combat Father Jackal drinks a potion of shield of faith +4 (included in stats).

During Combat Father Jackal makes good use of Improved Feint to make sneak attacks with greater ease, and also pulls animals from his tan bag of tricks to increase the number of allies with which he can flank before closing to melee. He’s aware of the fact that his sleep gaze might cause his animal allies to fall asleep – if one does, he pulls another from his bag to replace the sleeping animal with a frustrated snarl.

Morale Father Jackal fights to the death.

STATISTICS

Str 17, Dex 17, Con 20, Int 17, Wis 10, Cha 14
Base Atk +10; CMB +13; CMD 30
Feats Ability Focus (sleep gaze), Combat Expertise, Gang UpB, Improved Feint, Iron Will, Improved Initiative, Quick DrawB, Power Attack, Weapon Focus (battleaxe)B, Weapon Specialization (battleaxe)B
Skills Acrobatics +13 (+18 jumping in jackal form), Bluff +14, Climb +9, Disguise +16 (+24 to pass as a jackal), Intimidate +12, Perception +10, Profession (merchant) +9, Survival +10 (+14 tracking by scent), Stealth +9, Swim +5; Racial Modifiers +4 Acrobatics to jump in jackal form, +8 Disguise to pass as a jackal, +4 Survival to track by scent
Languages Aquan, Common, Sahuagin, +3 additional
SQ change shape (jackal, human, or hybrid; polymorph), rogue talents (combat trick, guileful polyglot), trapfinding +2
Combat Gear potion of shield of faith +4 (3), tan bag of tricks; Other Gear +1 breastplate, masterwork heavy steel shield, +1 battleaxe, throwing axes (6), belt of giant strength +2

SPECIAL ABILITIES

Change Shape (Su)

Father Jackal has three forms—a jackal form, a human form, and a hybrid form. Equipment does not meld with the new form between humanoid and hybrid form, but does between those forms and animal form. Father Jackal may wield weapons and wear armor in human and hybrid forms. Father Jackal always assumes the same appearance and traits in human form. If slain, Father Jackal reverts to his jackal form, although he remains dead.

Father Jackal prefers his hybrid form, and that is the form for which stats are given. In jackal form, he has speed 40 ft., and in human form, his natural armor bonus is reduced to +2.

Sleep Gaze (Su)

Any creature within 30 feet that meets a jackalwere’s gaze falls asleep for 3 minutes if it fails a DC 15 Will save. This ability functions as the sleep spell (caster level 3rd), but there is no HD limit to the number of creatures it can effect. The save DC is Charisma-based.

Section 15: Copyright Notice – Pathfinder 21: The Jackal’s Price

Pathfinder 21: The Jackal’s Price. Copyright 2009, Paizo Publishing, LLC; Author: Darrin Drader
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