Ash Waste Jackal
A pack predator from open wastes.
Threat File — Ash Waste Jackal
TR 2 · Beasts & Death World HorrorsProficiencies: Stealth +5, Awareness +4
Senses: Tracks wounded prey by scent across miles of open waste
Pack Instinct. The jackal gains +1 to hit for each other jackal adjacent to its target (maximum +3). Jackals attack in rotation, never alone.
Waste-Runner. The jackal ignores difficult terrain from ash, scree, and broken ground. A party on foot cannot outrun the pack, only discourage it.
Hamstring Bite. Melee Attack: +3 to hit, reach 5 ft., one target. Hit: 1d6 + 1 piercing damage, and the target makes a Toughness Save DC 11 or its Movement is halved until the end of its next turn.
Feint and Circle. The jackal moves up to its Movement around one target without provoking Reactive Fire from that target. The next packmate to attack that target before the jackal's next turn gains +1 to hit.
Morale: Predatory pragmatism: the pack withdraws after real losses or hard resistance, then shadows the party for another try at dusk.
Tactics: Probe the perimeter, rush whoever falls behind, and break off from concentrated fire. The encounter is about what the pack forces the party to spend: watchfulness, ammunition, sleep.
Loot / Evidence / Hooks: Jackal pelts and teeth trade well with waste nomads, and a pack's den often holds the gear of travellers who stopped being careful.
Enemy Dossier
GM ReferenceAn Ash Waste Jackal is a rangy, dust-colored predator that hunts the wastes in coordinated packs, testing wounded convoys and lone travellers with professional patience. One is a nuisance; the pack watching from the ridgeline is a plan.
Use this enemy for wasteland travel encounters where the party's speed, cohesion, and wounded are being openly evaluated.
Low durability, high speed, pack coordination, harassment attacks, preys on stragglers, breaks off from hard targets.
Pack Instinct. Gains +1 to hit for each other jackal adjacent to its target; they attack in rotation, never alone.
Waste-Runner. High Movement over open and broken ground; the party cannot outrun the pack, only discourage it.
Hamstring Bite. Bite that slows the target; slowed prey becomes the pack's shared project.
Feint and Circle. Moves around a target without provoking Reactive Fire from it, setting up a packmate's attack.
Morale: Predatory pragmatism: the pack withdraws after real losses or hard resistance, then shadows the party for another try at dusk.
Tactics: Run jackals as a persistent threat, not a single fight: probing attacks on the perimeter, rushes at whoever falls behind, and immediate retreat from concentrated fire. The encounter is about what the pack forces the party to spend — watchfulness, ammunition, sleep.
Full Stat Block Priority: Low