b'Bone Jackal \n'b'  Large   undead ,  chaotic evil  \n'b'  Armor Class  16 (natural armor)  Hit Points  190 (20d10 + 80)  Speed  50 ft.\n'b' STATS STR: 21 (+5) DEX:  18 (+4)  CON:  19 (+4)  INT:  8 (-1)  WIS:  14 (+2)  CHA:  12 (+1)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saving Throws   Strength  +10,  Dexterity  +9,  Constitution  +9,  Wisdom  +7  Damage Vulnerabilities  radiant  Damage Resistances  bludgeoning, piercing, and slashing from nonmagical weapons  Damage Immunities  necrotic, poison  Condition Immunities   exhaustion ,  frightened ,  poisoned   Skills   Athletics  +10,  Intimidation  +6,  Perception  +7,  Stealth  +9  Senses   darkvision  120 ft., passive  Perception  17  Languages  \xe2\x80\x93  Challenge  15 (13,000 XP) \n'b' Special Traits \n'b'\n'b'  Dark Sight : magical  darkness  doesn\xe2\x80\x99t impede the bone jackal\xe2\x80\x99s  darkvision . \n'b'  Innate Spellcasting : The bone jackal\xe2\x80\x99s innate spellcasting ability is  Charisma  (spell save DC 14). It can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b'  2/day :  darkness  \n'b'\n'b'  Light Sensitivity : while in bright light, the bone jackal has disadvantage on attack rolls as well as on  Wisdom  ( Perception ) checks that rely on sight. \n'b'  Shadow Stealth : While in dim light or darkness, the bone jackal can take the  Hide  action as a bonus action. \n'b'  Undead Fortitude : if damage reduces the bone jackal to  0 hit points , it must make a  Constitution  saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the bone jackal drops to 1 hit point instead. \n'b'\n'b' Actions \n'b'\n'b'  Multiattack : The bone jackal makes two bite attacks. \n'b'  Bite :  Melee Weapon Attack : +10 to hit, reach 5 ft., one target.  Hit : 21 (3d10 + 5) piercing damage and 26 (4d12) necrotic damage. \n'b'  Frightful Presence : Each creature of the bone jackal\xe2\x80\x99s choice that is within 120 ft. of the bone jackal and aware of it must succeed on a DC 16  Wisdom  saving throw or become  frightened  for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature\xe2\x80\x99s saving throw is successful or the effect ends for it, the creature is immune to the bone jackal\xe2\x80\x99s Frightful Presence for the next 24 hours. \n'b'  Shadow Step : The bone jackal magically teleports up to 120 ft. to an unoccupied space. The bone jackal does not need line of sight to the space, but the bone jackal\xe2\x80\x99s starting space and destination space must be in dim light or darkness. \n'b'\n'b'  GM advice : When the bone jackal teleports using shadow step, always include a description of how both the starting point and the end point were in shadow or darkness. This lets players figure out how to shut the teleporting down. \n'b' About \n'b' Creatures of bone and shadow, bone jackals are massive jackal-like beasts that feast upon the fear of those whom they hunt. Easily distinguished by the bony plates and ridges protruding from their scarred and twisted hide, these undead beasts stalk the dark places of the world, slipping from shadow to shadow as they search for their prey.'