Source: System Reference Document 5.0
The text on this page is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a.


Small beast, unaligned

Armor Class 12

Hit Points 3 (1d6+5)

Speed 40 ft.

8 (-1) 15 (+2) 11 (+0) 3 (-4) 12 (+1) 6 (-2)

Skills Perception +3

Senses passive Perception 10

Challenge 0 (0 XP)

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 feet of the creature and the ally isn’t incapacitated.


Bite. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 (1d4 – 1) piercing damage.

Source: 5srd adaptation of Pathfinder Campaign Setting: Osirion, Legacy of Pharaohs.

Jackals are usually encountered alone or as a mated pair, but sometimes they associate for a time with a small pack composed of two parents and their adult offspring, with the offspring serving a deferential support role to their parents. Although considered craven and foul by humans, jackals are relatively friendly and gentle with members of their own small packs.

Attracted to the edges of human settlements in their territory, jackals often make opportunistic raids on fruit crops and vulnerable domesticated animals. They’re also attracted to large deposits of garbage that they can sift through for leftover food. Jackals are remarkably adaptable, and readily forage for insects or fruit, feed on found carcasses, or hunt small or vulnerable game as the opportunity presents itself.

Jackals are notorious for their craftiness in evading pursuit, and they’ve been known to feign death when caught in order to lull opponents into complacency and gain another chance to escape. A jackal can attempt a Charisma check opposed by its opponent’s Wisdom check to play dead. If successful, after combat ends, the jackal can begin a new encounter with surprise.