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Jackal Guard

This creature did not include a description.

Recall Knowledge - Humanoid (Society): DC 29
Unspecific Lore: DC 27
Specific Lore: DC 24

Elite | Normal | Weak
Proficiency without Level

Jackal GuardCreature 10

Legacy Content

Uncommon LE Medium Human Humanoid 
Source Pathfinder #172: Secrets of the Temple City pg. 9
Perception +19
Languages Common, Mzunu
Skills Acrobatics +20, Athletics +23, Religion +18, Society +17, Stealth +18
Str +5, Dex +4, Con +3, Int +1, Wis +2, Cha -1
Items +1 striking returning spear, lesser sturdy shield (Hardness 10, HP 80, BT 40), religious symbol of Walkena, chain shirt
AC 29 (31 with shield raised); Fort +21, Ref +18, Will +18
HP 180
Attack of Opportunity [reaction] Shield Block [reaction]
Speed 30 feet
Melee [one-action] spear +23 [+18/+13] (magical), Damage 2d8+13 piercingMelee [one-action] fist +22 [+18/+14] (agile, finesse, nonlethal, unarmed), Damage 1d4+13 bludgeoning plus GrabRanged [one-action] spear +22 [+17/+12] (magical, thrown 20 feet), Damage 2d8+13 piercingImpaling Strike [two-actions] 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 [two-actions] 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 [two-actions] 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 flat-footed 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.