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Kurnugian JackalCreature 6


UncommonCEMediumBeast
Source Pathfinder Adventure: Troubles in Otari
Perception +17 (low-light vision, scent (imprecise) 60 feet)
Languages Abyssal, 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; Reflex +17; Will +11;
HP 98
Speed 35 feet
Weaknesses Coldiron 5

Jaws One Action +15 (+11, +7) to hit (agile) 2d6+5 Piercing

Low-Light Vision

The monster can see in dim light as though it were bright light, so it ignores the Concealed condition due to dim light.

Scent (Imprecise) 60 feet

Scent involves sensing creatures or objects by smell, and is usually a vague sense. The range is listed in the ability, and it functions only if the creature or object being detected emits an aroma (for instance, incorporeal creatures usually do not exude an aroma).

If a creature emits a heavy aroma or is upwind, the GM can double or even triple the range of scent abilities used to detect that creature, and the GM can reduce the range if a creature is downwind.

Inflict Pain Reaction (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 One Action (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.

Effect: Hypnotic Stare

Remove Memory Free Action (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 One Action

Requirements The monster's last action was a success with a Strike that lists Knockdown in its damage entry.


Effect The monster knocks the target Prone.


Divine Innate Spells (DC 21, +13 to hit)

1st Level: Charm, Grim Tendrils
2nd Level: Hideous Laughter, See Invisibility
3rd Level: Paralyze


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 jackal reaches the pinnacle of their power, they appear twice as large as a regular jackal and far more cunning.

A Kurnugian jackal enjoys stalking the outskirts of settlements, looking for lone individuals they can ambush. Once they spot their prey, they open their third eye to hypnotize and lure their target in. Often, a Kurnugian jackal leads victims into the wilderness and then releases their hold, leaving the victims lost with no memory of how they got there. Most succumb to exposure or the dangers of local wildlife as the jackal looks on gleefully. They seem to gain sustenance from their victims' predicament but also feast on the deceased victims' flesh. If their prey reaches safety, the Kurnugian jackal repeats the process on subsequent nights.

Some Kurnugian jackals are adopted as objects of worship by Lamashtan cults, and others gather followers on their own. Their resemblance to Lamashtu's religious symbol affords them a great deal of reverence, and they sometimes claim to speak directly for the Mother of Monsters. A cult with a Kurnugian jackal often acts more boldly than one without.


Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.