Jackal of Darkness

Jackal of Darkness

This creature appears to be a jackal with jet-black skin, wearing gold ornaments on its collar and with intricate designs traced on its face and flanks with light-colored ink. Most striking of all is the aura of shadow that surrounds it, like flickering flames of translucent darkness.

Jackal of Darkness

XP 200 ()

NE Small

Initiative +2


AC 13 (natural armor)

hp: 21 (6d4 + 6)

Saving Throws: Wis + 4

Resistance: Bludgeoning, piercing, and slashing damage from nonmagical weapons

Immunity: Necrotic and poison damage; charm, exhaustion, fright, paralysis, poison, unconsciousness


Speed: 40 ft.

Multiattack: A jackal of darkness bites once and attacks once with black fire.

Melee Attack—Bite: +4 to hit (reach 5 ft.; one creature). Hit: 1d8 + 2 piercing damage.

Melee Attack—Black Fire: automatic hit (reach 50 ft.; one creature). Hit: the target must make a successful DC 12 Dex saving throw or take 1d6 + 2 necrotic damage immediately and again at the start of each of the jackal of darkness’s turns until the jackal is destroyed, the jackal attacks a different target with black fire, the jackal is turned, or the jackal and the target are more than 50 ft. apart.


Str 13 (+1), Dex 14 (+2), Con 12 (+1),

Int 4 (–3), Wis 14 (+2), Cha 8 (–1)

Languages: None

Senses: Darkvision 60 ft.


Black Fire: Bright light fades to dim light, and dim light fades to darkness, within 5 feet of a jackal of darkness.


Environment: Arid tombs

Organization: Solitary or pack (2–12)

These creatures resemble black-furrred jackals, but they are limned with a flickering fire that appears to be burning shadow, and casts shadow instead of light. They haunt ancient tombs. Possibly they are shackled to such tombs as guardians by ancient magic, or possibly they are just drawn to the aura of death that permeates such places; the precise relation of the jackals to their tomb-lairs is not known. They are , but they do not decay like normal and they are fully corporeal.

These jackals are surrounded by a nimbus of shadow that looks exactly like flickering flames but casting only darkness instead of light. In combat, a 5-foot sphere of this darkness can detach itself from each creature and wander the battlefield almost like an independent entity. It engulfs the jackal’s foes with necrotic energy and saps their life relentlessly.