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Large fey, Neutral

Otherworldly Dust Jackal

walk 40 ft.burrow 40 ft. (requires level 3+ spell)

by Dragon Fight Club· v2 · updated 1 Sep 2026

Free, and it needs an account. Your library then follows you to every device you play from.

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AC12 + the spell's level
Initiative+3
HP5 + 8 per spell level
CR-
STR15+2
DEX16+3
CON12+1
INT6-2
WIS14+2
CHA8-1
Resist
Fire

SensesDarkvision 60 ft., passive Perception 12

Languagestelepathy 1 mile (works only with you)

Traits

Life Bond. When you regain Hit Points from a level 1+ spell, the jackal regains the same number of Hit Points if you're within 5 feet of it.

Hunter's Bond. While the jackal's Hunter's Mark is active, its rider shares it: the rider also deals the spell's extra damage to the marked target, and both the jackal and the rider have Advantage on Wisdom (Perception) and Wisdom (Survival) checks made to find it.

Shared Ward. Requires a level 5+ spell. While riding the jackal, its rider also has Resistance to Fire damage.

Greater Ward. Requires a level 7+ spell. The jackal has Immunity to Fire damage rather than Resistance, and its rider shares that Immunity while riding the jackal.

Actions

Bite. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d6 + the spell's level Piercing damage.

Bonus Actions

Fire Step (Recharge 5-6). Requires a level 4+ spell. The jackal burrows into the ground in a burst of embers and erupts in an unoccupied space it can see within 40 feet of itself. Its rider comes along. Dexterity Saving Throw: DC equals your spell save DC, each creature within 5 feet of the space the jackal left. Failure: 2d6 + the spell's level Fire damage. Success: Half damage.

Spellcasting. The jackal casts Hunter's Mark, requiring no spell components and using your spellcasting ability. It casts the spell as if using a level 5 spell slot, and it concentrates on it. 1/day: Hunter's Mark

Comments

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Version history
v2Current1 Sep 2026
v131 Aug 2026