Kurnugian JackalCreature 6
Source Pathfinder Adventure: Troubles in Otari
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; Reflex +17; Will +11;
HP 98
Speed 35 feet
Weaknesses Cold Iron 5
Jaws
+15 (+11, +7) to hit (agile, unarmed) 2d6+5 PiercingInflict 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.
Effect: Hypnotic Stare
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
Requirements The monster's last action was a successful Strike that lists Knockdown in its damage entry
Effect The monster attempts to [/act trip] the creature. This attempt neither applies nor counts toward the monster's multiple attack penalty.
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
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.
BeastA creature similar to an animal but with an Intelligence modifier of –3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.