Jackal

Small Beast, Unaligned


Armor Class 12
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)

Skills Perception +3
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.