# Jackal Lord
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<div class="grid-container"><div class="MON">Jackal Lord</div>
<div class="CR">CR 8 (4,800 XP)</div>
<div class="SOU">Fiend Folio pg. 105</div>
<div class="SYS">Dungeons & Dragons 3.5</div></div>
LE Medium Monstrous Humanoid
**Init** +2
**Senses** darkvision 60 ft.; **Perception** +4
#### defense
**AC** 20, 12 touch, 18 flat-footed (+4 armor, +2 Dex, +4 natural)
**hp** 60 (8d10+16)
**Fort** +4, **Refl** +8, **Will** +12
**Feint** 22, **Demoralize** 22
**DR** 10/magic
#### offense
**Speed** 30 ft.
**Melee** bite +10 (1d6+1), 2 claws +10 (1d6+1)
**Space** 5 ft., **Reach** 5 ft.
**Special Attacks** curse of the jackal
**Spell-Like Abilities** (CL 15th, Concentration +18)
> **Constant**— _speak with animals_ (canines only)
> **At will**— _cat's grace_, _change self_, _detect magic_, _detect good_, _dominate animal_ (canines only), _suggestion_
> **3/day**— _shadow walk_, _summon_ (Leve 4, 8 HD of wolves or dogs, 100%)
**Cleric Spells Prepared** (CL 8th, Concentration +12)
> **0—** _guidance_, _resistance_, _stabilize_, _virtue_
> **1st—** _bless_, _calm animals_<sup>D</sup>, _cure light wounds_, _divine favor_, _obscuring mist_, _shield of faith_
> **2nd—** _bull’s strength_, _hold animal_<sup>D</sup>, _hold person_, _spiritual weapon_
> **3rd—** _blindness/deafness_, _invisibility purge_, _magic vestment_, _magic circle against good_<sup>D</sup>
> **4th—** _spell immunity_, _ summon monster IV_, _unholy blight_<sup>D</sup>.
#### statistics
**Str** 13, **Dex** 15, **Con** 14, **Int** 12, **Wis** 18, **Cha** 17
**BAB** +8, **CMB** +9, **CMD** 21, **TA** +9, **RTA** +10
**Feats** [[Combat Casting]], [[Dodge]], [[Iron Will]], [[Weapon Finesse]]
**Skills** Bluff +11, Diplomacy +11, Disguise +11, Knowledge (religion) +9, Perception +4, Stealth +13
**Languages** Common, Infernal
#### special abilities
### Curse of the Jackal (Su)
Once per day, a jackal lord can make a gaze attack against a single opponent within 30 feet. The affected creature must succeed at a DC 19 Fortitude save or be transformed into a jackal. This effect cannot be dispelled, but _remove curse_ or _break enchantment_ can end the effect. This ability otherwise functions as _baleful polymorph_. The save DC is Charisma-based and includes a +2 racial bonus
### Spells
Jackal Lords can cast divine spells as 8th-level clerics with access to the Animal and Evil domains. They do not gain access to domain powers.
#### ecology
**Terrain** Any desert and underground
**Organization** Solitary
**Treasure** Double
**Advancement** By character class
Jackal lords are mysterious creatures that serve dark and sinister gods. They are notorious for undermining legitimate organizations, governments, and religious groups and replacing them with their own puppets. They are masters of subterfuge, terrorism, blackmail and bribery.
Vain and gluttonous, jackal lords surround themselves with rich furnishings, slaves, and the finest foods. They crave to possess what others have and are cruel in the extreme toward those that displease them.
A jackal lord is an attractive if sinister-looking creature, resembling a slender and wiry humanoid with the black head of a jackal. Jackal lords commonly wear fine clothing, armor, and jewelry, styling themselves as regal beings that deserve worship.
Preferring to work in the shadows, jackal lords use intimidation, bribes, and boons to gather followers to worship their gods and do their bidding. Most start out in isolated and backwater communities, where they can flaunt their power with impunity, sponsoring bandits and highway-men to finance their organization. Some jackal lords set up bases in large cities, where they either pose as respected elders and businessmen of the community or live underground and pull strings through a maze of fronts.
### Jackal Lord Society
There is a fierce and wicked rivalry between jackal lords; each considers the others to be the biggest threats to its existence. Many of a jackal lord’s Machiavellian schemes are designed to bring down a rival lord and absorb its territory.
On extremely rare occasions, two or more jackal lords will reconcile their differences and work together for a common goal. Usually this goal involves establishing a powerful temple dedicated to their deity or banding together for an attack on a good-aligned group. These coalitions rarely last for longer than necessary, breaking down into backstabbing and betrayal as soon as the task is complete.