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Kurnugian Jackal

Creature 6 (uncommon) — beast

Pre-Remaster content. May include legacy alignment.

SnareLANDbeastdivine

Under specific planar conjunctions, Lamashtu bestows an unholy gift upon a jackal on the Material Plane. When that jackal bears a litter, one pup is born with a third eye in the center of its forehead. If the pup can survive to maturity, this jackal gains superior intelligence and psychic abilities, becoming a full-fledged Kurnugian jackal, so named after the Mother of Monsters' Abyssal realm. With increased cleverness comes an appetite to sow chaos in the name of Lamashtu. When a Kurnugian jack

Source: troubles-in-otari-bestiary (Pre-Remaster)

Perception +17; low-light-vision, scent (imprecise) 60 feet
Languages chthonian, common
Skills athletics +18, diplomacy +11, intimidation +13, occultism +11, religion +13, stealth +18
Str
+4
Dex
+5
Con
+4
Int
+1
Wis
+3
Cha
+0
AC 23 Fort +14 Ref +17 Will +11
HP 98
Weaknesses cold-iron 5
Speed 35 feet

Offense

Melee Jaws (agile, unarmed) +15, Damage 2d6+5 piercing plus Knockdown

Abilities

Inflict Pain (concentrate, divine, mental, visual) — When a target affected by the Kurnugian jackal's Hypnotic Stare ability takes damage, the jackal can focus the power of their third eye to intensify the pain of this damage, increasing the damage dealt by 1d6.
Hypnotic Stare (concentrate, divine, mental, visual) — The Kurnugian jackal opens their third eye to look at a target within 30 feet that can see the jackal. That target takes a -2 penalty to Will saving throws until the end of the Kurnugian jackal's next turn. The Kurnugian jackal can maintain this stare against only one opponent at a time; if the jackal uses it on a second target, it ends for the first target. The jackal can dismiss it as a free action and use their Remove Memory ability if they so choose.
Remove Memory (concentrate, divine, mental) — The Kurnugian ends their Hypnotic Stare ability early, and just before this happens, the target must succeed at a DC 24 Will saving throw or forget any hostile activities the Kurnugian jackal performed against it.
Knockdown
Divine Innate Spells DC 21, attack +13
3rd Paralyze
2nd Hideous Laughter, See Invisibility
1st Charm, Grim Tendrils

WORKS WELL WITH

AnvilLANDA durable frontline holder occupies melee attention while this creature maintains its gaze-based penalty on a chosen target from range.
CrasherLANDA burst attacker converts the amplified damage from this creature's pain-focusing ability into a bigger single hit.
FlankerLANDA mobile attacker can focus the same target already suffering the Will penalty for a more reliable follow-up hit.

PUNISHES

✖ low Will saves✖ isolated targets✖ information-reliant tactics
Avoid stacking with another Will-save debuffer; targets only fail so many saves before the stacked penalties become redundant.
Works well with · Punishes · Pairing advice Unlock with Tactics

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Stat block data sourced from the Foundry VTT PF2E system under the Apache License 2.0. Source book: Pathfinder Adventure: Troubles in Otari.

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