CREATURE 6
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, Ref +17, Will +11
HP 98; Weaknesses cold iron 5
Inflict Pain (concentrate, divine, mental, visual) When a target affected by the Faimil 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.
Speed 35 feet
Melee jaws +15 (agile), Damage 2d6 + 5 piercing plus Knockdown
Divine Innate Spells DC 21; 3rd paralyze; 2nd hideous laughter, see invisibility; 1st charm, grim tendrils
Hypnotic Stare (concentrate, divine, mental, visual) The Faimil 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 Faimil jackal's next turn. The Faimil 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.
Knockdown When the Faimil jackal succeeds at their jaws Strike, they can use this action immediately after to automatically knock over the target, giving the target the prone condition.
Remove Memory (concentrate, divine, mental) The Faimil 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 Faimil jackal performed against it.
TiO, page 61.
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