Jackal Lord (CR 8)
Medium Monstrous Humanoid
Alignment: Always lawful evil
Initiative: +2 (Dex); Senses: darkvision 60 ft., Listen +9, and Spot +10
AC: 20 (+2 Dex, +4 masterwork chain shirt, +4 natural), touch 12, flat-footed 18
Hit Dice: 8d8+16 (52 hp); DR: 10/magic
Fort +4, Ref +8, Will +12
Speed: 30 ft.
Space: 5 ft./5 ft.
Base Attack +8; Grapple +9
Attack: Bite +9 melee, or +1 scimitar +10 melee
Full Attack: Bite +9 melee and 2 claws +4 melee, or +1 scimitar +10/+5 melee
Damage: Bite 1d10+1, claw 1d4+1, +1 scimitar 1d6+2
Special Attacks/Actions: Alternate form, curse of the jackal, dominate animal, spell-like abilities, spells, summon jackals
Abilities: Str 13, Dex 15, Con 14, Int 12, Wis 18, Cha 17
Feats: Combat Casting; Dodge; Iron Will
Skills: Bluff +9, Diplomacy +7, Disguise +3 (5 acting), Intimidate +5, Knowledge (religion) +7, Listen +9, Move Silently +7, Sense Motive +9, and Spot +10
Advancement: By character class
Climate/Terrain: Any desert and underground
Treasure/Possessions: Double standard
Alternate Form (Su): As a standard action, a jackal lord can assume the form of a jackal of Medium size (use the statistics for the wolf) .
Curse of the Jackal (Su): Once per day, a jackal lord can make a gaze attack against a single opponent within 30 feet. If the target fails a Will save (DC 20), it is transformed into a jackal (use the statistics for the dog). The effect is as polymorph other, but with a permanent duration
A jackal lord can reverse this effect by gazing upon an individual that was cursed by itself or by some other jackal lord, but doing so counts as its use of the ability for that day. Otherwise, only a limited wish, miracle, or wish can restore the victim.
Dominate Animal (Su): Jackal lords can use dominate animal (canines only) at will as if they were 16th level clerics.
Spell-like Abilities: At will - cat's grace, change self, detect magic, detect good, suggestion; 3/day - shadow walk. Caster level 15th; save DC 13 + spell level.
Spells: A jackal lord can cast divine spells as an 8th-level cleric (6/6/5/5/4; save DC 14 + spell level), from the cleric list and from the Animal and Evil domains. A typical spell list: 0 - calm animals*, cure minor wounds (3), guidance, resistance, virtue; 1st - bless, cure light wounds, obscuring mist, random action, shield of faith; 2nd - bull's strength, hold animal*, hold person, spiritual weapon; 3rd - blindness/deafness, invisibility purge, magic vestment, magic circle against good*; 4th - spell immunity, summon monster IV, unholy blight*.
*Domain spell. Domains: Animal (animal friendship 1/day), Evil (cast evil spells at +1 caster level).
Summon Jackals (Sp): Three times per day, a jackal lord can summon up to 8 HD of jackals (use the statistics for the dog).
Most jackal lords are cowards, and prefer to have their minions and jackals do the fighting for them. They will typically summon a large pack of jackals to protect them in case an opponent gets too close.
A jackal lord will use its alternate form ability either to attack or to blend in with a pack of jackals and slip away from danger. Barring that, jackal lords use their scimitars, teeth, and claws to eliminate and opponent.
Jackal lords reserve their curse of the jackal ability for only the most powerful opponents or those they want to make an example of. Because they can dominate jackals, they usually try to dominate an opponent after it has been transformed.