![jackal 5e jackal 5e](https://media-cdn.tripadvisor.com/media/photo-s/14/5e/c5/a4/jackal.jpg)
This is a great entry and a welcome addition to the game. And more, it allows for the Kraken to do horrible things to those who do not appease it without it ever rising.Īt CR 23, this is a big deal, and this entry feels suitably epic.
#Jackal 5e how to
I especially love this because it makes it easy to make a kraken a known part of the geography of a world, with well established rules for how to appease it. Lair and legendary actions make it even more terrifying, but the regional actions are the most intriguing, including the ability to control weather in its vicinity, something that is used to elicit sacrifice or even worship from locals (a fact compounded by the Kraken’s control of sea life and swarms of elementals in the vicinity). Ancient living weapons of the gods who have cast off their shackles and retreated to the depths, save when they rise up to go up rivers, wander about on land and generally crush everything in their path. These guys could have been a throwaway, but are actually well done.
![jackal 5e jackal 5e](https://vignette.wikia.nocookie.net/forgottenrealms/images/7/70/Jackal.png)
There’s even a great cosmic hook related to the God of the Kobolds, a minion of Tiamat who was tricked by Carl Glittergold (god of the gnomes) and is now stuck somewhere. That the oldest kobolds (~100 years old) are called Great Wyrms seems so apt, and the fact that some few of them grow wings really underscores the idea of the tiniest creatures aspiring to be dragons (something made all the more potent by their proximity to the Kenku). That said, they kind of added some nice bits to the lore, largely related to their tie to dragons. The kobold is the wimpiest of opponents, made dangerous only in large numbers (and their tactical shctick – gaining advantage when ganging up – supports this). Kobolds – Another humanoid race, and while I give them a similar pass to Goblins, their schtick as the littlest ones is somethign of a classic.
![jackal 5e jackal 5e](https://pbs.twimg.com/media/EQ8xtCeUUAA9gGb.jpg)
It is hard to read this entry and not want to slot them into the world. Their punishments include things like wearing heavy mock wings or execution by fall from a great height. Tactically, their mimicry (and some ambush) is their main gimmick, but their lore is wonderfully colorful, painting a picture of a people whose tragedy lost them the git of flight. Kenku – The Kenku could probably be a playable race, but their means of communication (they can mimic any noise they’ve heard, and their communication is just clips of other people’s sounds) means that they would probably be insanely annoying at the table. They’re weak enough that spellcasters should be able to tear them up while the fighters deal with jackal allies, but that’s a potent enough immunity that it should be used to tune encounters. What’s easy to overlook is that despite their very low CR (1/2) they are immune to non-magical (or non-silver) weapons. This is a case where the lore actually makes them a little less interesting – created by Grazzt as servitors for Lamias is perfectly functional, but it’s not quite the grand Diablo-Esque sort of origin I’d have expected. Jackalwere – Another monster whose fight-winning power (sleep gaze) has been made less all or nothing, shifting the emphasis onto deception and backstabbing.