Jagter
Jagter. Deadly. Swift. Packs.
The Jagter were first encountered approximately 5,3, with the arrival of the second group of chosen, and their incorporation into the Mteule. They brought stories of creatures harrying them along their way, and brief descriptions. When survivors for a migration group returned with stories of a pack of them decimating their numbers, as well as a single corpse, the stories were confirmed. Why the creatures never preyed on the initial chosen is not known. They are described as thin creatures, running of four jointed legs, each leg ending in a foot armed with ripping claws. Their ears lie flat against their heads, their noses are sensitive, their necks long and flexible, and their mouth full of sharp teeth and a long tongue.
Jagter appear to be able to communicate with one another, and most certainly hunt in packs. They seem willing to hunt both during full brightness and dimness, in marked contrast from most of the desert animals. They are swift, and, while not armored, seem to be able to run and fight even with several serious wounds.
Jagter
Medium Magical Beast (Desert)HD: 4d10+8 (28)
Speed: 50 ft. (10 squares)
Init: +8
AC: 18 (+4 Dex, +4 nat); touch 14; flat-footed 14
BAB: +4; Grp +7
Attack: Bite +7 (1d6+4), Claw +8 (1d4+2)
Full-Attack: Bite +7 (1d6+4) and 2 Claws +8 (1d4+2)
Space: 5 ft.; Reach 5 ft.
Special Attacks: Pack Attack, Sonic Howl
Special Qualities: Darkvision 120 ft, low-light vision, pack mind, heat endurance, scent
Saves: Fort +7 Ref +8 Will +4
Abilities: Str 17, Dex 19, Con 17, Int 4*, Wis 12, Cha 12
Skills: Listen +8, Spot +6, Survival +8, Hide +5
Feats: Alertness, Improved Initiative, Iron Will, Track
Environment: Warm deserts
Organization Name: Pack (4-16)
Challenge Rating: X (6?)
Treasure: Lairs, standard
Alignment: Neutral
Pack Attack (Ex): If a Jagter in a pack uses aid another action to assist an attack roll, it grants a +4 bonus rather than +2. If any member of a pack enters a grapple, each other member can use the aid another action to grant a +2 bonus on grapple checks to pin the opponent.
Pack Mind (Ex): As long as a pack contains at least three individuals, none of which is more than 50 feet from another individual, all its members share a group consciousness. If one is aware of a particular danger, they all are. If one in the pack is not flat-footed, none of them are. No member of the pack is considered flanked unless all of them are. The pack mind operates through high-frequency sounds and empathy. As long as the pack members remain within range, they all enjoy the benefits of Alertness. They can communicate empathically with one another, as well as with a sentient being within range, much as a familiar does with its master. A pack member under the influence of a mind-affecting spell gains a save every round if it is receiving the Pack Mind benefit.
*The collective Intelligence score of a pack is 15, and their tactics reflect this. Each individual has an Intelligence score of only 4. A pack must include at least three members to gain the benefit of the higher Intelligence score.
Sonic Howl (Ex): As a standard action, a pack of Jagter can lower the frequency of their communication sounds to produce a sonic attack. Any creature within 60 feet of any pack member producing the howl must succeed on a Will save or be stunned for 1d6+1 rounds. The save DC of the howl is 15 + 1/2 the number of Jagter in the pack + each pack member’s Cha mod(typically +1).
A pack must include at least three members to activate the sonic howl, and each must be within 30 feet of a contributing pack member. Creatures with immunity to sonic energy attacks do not have immunity to the sonic howl, although creatures that can’t hear the howl (such as deaf creatures or those within the area of a silence spell) are not affected.