Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Divine Innate Spells
DC 21; 3rd paralyze; 2nd hideous laughter, see invisibility; 1st charm, grim tendrils
Ability
Hypnotic Stare
2 penalty to Will saving throws until the end of the Kurnugian jackal's next turn. The Kurnugian jackal can maintain this stare against only one opponent at a time; if the jackal uses it on a second target, it ends for the first target. The jackal can dismiss it as a free action and use their Remove Memory ability if they so choose.
Ability
Inflict Pain [Reaction]
(concentrate, divine, mental, visual) When a target affected by the Kurnugian jackal's Hypnotic Stare ability takes damage, the jackal can focus the power of their third eye to intensify the pain of this damage, increasing the damage dealt by 1d6.
Ability
Knockdown
When the Kurnugian jackal succeeds at their jaws Strike, they can use this action immediately after to automatically knock over the target, giving the target the prone condition.
Ability
Remove Memory
(concentrate, divine, mental) The Kurnugian ends their Hypnotic Stare ability early, and just before this happens, the target must succeed at a DC 24 Will saving throw or forget any hostile activities the Kurnugian jackal performed against it.
Offense
Melee
Circumstance: combat round (melee)
jaws +15 [+11/+7] (agile), Damage 2d6+5 piercing plus Knockdown
Trait
Beast
A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.
Language
Abyssal
Common
Perception
low-light vision
scent (imprecise) 60 feet
Weakness
cold iron 5