CREATURE 10
Perception +19
Languages Common, Raetriafoux
Skills Acrobatics +20, Athletics +23, Religion +18, Society +17, Stealth +18
Str +5 Dex +4 Con +3 Int +1 Wis +2 Cha -1
Items chain shirt, religious symbol of Triafitan, +1 striking returning spear, lesser sturdy shield (Hardness 10, HP 80, BT 40)
AC 29; 31 with shield raised);; Fort +21, Ref +18, Will +18
HP 180
Speed 30 feet
Melee spear +23 (magical), Damage 2d8+13 piercing
Melee fist +22 (agile, finesse, nonlethal, unarmed), Damage 1d4+13 bludgeoning plus Grab
Ranged spear +22 (magical, thrown 20 feet), Damage 2d8+13 piercing
Impaling Strike Frequency once per round; Effect The Jackal Guard lunges forward with their spear and delivers a piercing blow. The Jackal Guard Steps and then makes a melee spear Strike. On a hit, the target also takes 1d6 persistent bleed damage.
Knocking Sweep Frequency once per round; Effect
The Jackal Guard swings their weapon with a sweeping spin. They attempt separate Athletics checks to Trip any number of creatures within their reach. Each attempt counts toward the Jackal Guard's multiple attack penalty, but the multiple attack penalty doesn't increase until after they make all the attacks.
Spear Vault Frequency once per round; Effect The
Jackal Guard uses their spear to jump over or around a creature and create an opening. The Jackal Guard Strides up to half their Speed. This movement doesn't trigger reactions. During this movement, they can move through the space of one creature, and when the Jackal Guard moves through a creature's space in this way, that creature becomes flatfooted until the end of the Jackal Guard's turn. If the Jackal Guard ends their movement within melee reach of at least one enemy, they can make a melee Strike against that enemy.
Strength of Thousands #4: Secrets of the Temple-City, page 9.
Open Jackal Guard in the interactive creatures list or browse all creatures starting with J.