Jackal
Jackal
Small Beast, Unaligned
Hit Points 3 (1d6)
Speed 40 ft.
STR
8 (-1)DEX
15 (+2)CON
11 (+0)INT
3 (-4, Standard) or 10 (+0, Awakened)WIS
12 (+1)CHA
6 (-2)Senses passive Perception 13
Languages None (Standard) or One Language The Caster Knows (Awakened)
Challenge Rating 0 (0/10 xp)
Keen Hearing And Smell:The jackal has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics:The jackal has advantage on an attack roll against a creature if at least one of the jackal's allies is within 5 feet of the creature and the ally isn't incapacitated.
Newfound Intelligence:Awakening this Pet means that they are no longer a Tamed Beast and must be taken as a Sidekick. This requires the character to have the Awaken spell, either by asking a fellow party member to cast it or by getting the spell naturally like Druids do, and requires the upfront cost of the spell to be paid first, A 1000 Gold Piece Agate, in addition to the normal costs of a Sidekick.
Actions
Bite. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 (1d4-1) piercing damage.