Shaghal

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3E Material
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Warrior 1
Medium Humanoid (Gnoll)
Hit Dice: 2d8+4 (13HP)
Initiative: +1
Speed: 30’ (6 squares), Climb 20’ (4 squares)
Armor Class: 18 (+1 Dex, +2 natural, +4 chain shirt, +1 light steel shield); touch 11; flat-footed 17
Base Attack/Grapple: +1/+4
Attack: Kukri +4 melee (1d4+3, 18-20/×2) or Light Crossbow +2 ranged (1d8+1/19-20, 80’ range increment)
Full Attack: Kukri +4 melee (1d4+3, 18-20/×2) or Light Crossbow +2 ranged (1d8+1/19-20, 80’ range increment)
Space/Reach: 5’/5’
Special Attacks: N/A
Special Qualities: Darkvision 60’, Humanoid traits, Light Sensitivity, Skills, Spell Resistance 11
Saves: Fort +5, Ref +1, Will +1
Abilities: Str 17 (+3), Dex 12 (+1), Con 14 (+2), Int 13 (+1), Wis 12 (+1), Cha 8 (-1)
Skills: Climb +8, Listen +5, Move Silently +7, Survival +5
Feats: Power Attack
Environment: warm plains or underground (Siraaj)
Organization: solitary, pair, pack (3-5 & 1-4 jackals), horde (15-120 plus 50% noncombatants plus 1 3rd-level sergeant per 25 adults & 1 leader of 4th-6th level & 7-12 jackals), or tribe (30-240 plus 1 3rd-level sergeant per 25 adults, 1 or 2 lieutenants of 4th or 5th level, 1 leader of 6th-8th level, & 11-20 jackals)
Challenge Rating: 2
Treasure: standard
Alignment: often Lawful Evil
Advancement: by character class
Level Adjustment: +2

Combat
A shaghal is not afraid of a good fight, for their religion necessitates invasion & subjugation. Arrogant & confident, they are not prone to mercy or cowardice; as such, they will rarely flee or surrender. They usually stage their assault on caravans & settlements at night or twilight, & almost never wage war in the daytime. They favor pitting their slaves against their enemies, but will open fire with their crossbows or their spells if it is particularly advantageous to do so. They usually reserve melee attacks for a last resort.

Humanoid traits: All creatures with the Humanoid type possess the following traits:
  • Proficient with all simple weapons, or by character class.
  • Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, or by character class. If a humanoid does not have a class & wears armor, it is proficient with that type of armor & all lighter types. Humanoids not indicated as wearing armor are not proficient with armor. Humanoids are proficient with shields if they are proficient with any form of armor.
  • Humanoids breathe, eat, & sleep.

Light Sensitivity (Ex): Shaghals are dazzled in bright sunlight or within the radius of a daylight spell.

Skills: A shaghal character has a +2 racial bonus on Climb, Move Silently, & Survival checks. In addition, a shaghal can always choose to take 10 on Climb checks, even if rushed or threatened.

Shaghal Lore
Characters that have ranks in Knowledge (Local) can learn more about shaghals. When a character makes a successful skill check, the following lore is revealed, including the information from lower DC’s.
  • DC12: “Cruising the coastal waters are ships of brutal gnoll-like creatures, who seek to conquer & enslave all that they see.” A character making this check recalls all humanoid traits.
  • DC17: “Known as shaghals, these conceited beings are related to gnolls, but have none of their pleasantness & affability.” A character making this check knows about the shaghal’s hit dice, as well as their skill bonuses.
  • DC22: “They are sensitive to bright light, & can see well in complete darkness, so they are most active in the middle of the night.” A character making this check remembers the mechanics of Light Sensitivity, as well as their Spell Resistance.
  • DC27: “Their god, Nathar, stipulates that dominance of all Siraaj is the only path that leads to salvation from the restless dead.” A character making this check is familiar with shaghal culture & history, as well as how to find their cavernous lairs.

Abilities & Racial Features
Shaghal characters possess the following racial traits:
  • Strength +4, Dexterity +2, Intelligence +2.
  • Humanoid (Gnoll): Shaghals are subject to spells or effects that affect humanoids only, such as charm person or dominate person.
  • Medium Size: As Medium creatures, shaghals have no special bonuses or penalties due to their size.
  • Gnoll Blood: For all effects related to race, a shaghal is considered a gnoll.
  • A shaghal’s base land speed is 30 feet.
  • A shaghal’s base climb speed is 20 feet.
  • Darkvision out to 60 feet.
  • Racial Hit Dice: A shaghal begins with 2 levels of humanoid, which provide 2d8 Hit Dice, a base attack bonus of +1, & base saving throw bonuses of Fort +3, Ref +0, & Will +0.
  • Racial Skills: A shaghal’s humanoid levels give it skill points equal to 5 × (2 + Int modifier, minimum 1). Its class skills are Climb, Listen, Move Silently, & Survival. A shaghal character has a +2 racial bonus on Climb & Move Silently checks. In addition, a shaghal can always choose to take 10 on Climb checks, even if rushed or threatened.
  • Racial Feat: A shaghal’s humanoid levels give it one feat.
  • Spell resistance equal to 10 + class levels.
  • +2 racial bonus on all Reflex saves.
  • Light Sensitivity (Ex): Shaghals are dazzled in bright sunlight or within the radius of a daylight spell.
  • +2 natural armor bonus.
  • Automatic Languages: Shagalai (Shaghal). Bonus Languages: Common, Ghul, & Gnoll.
  • Favored Class: Wizard (enchanter or necromancer).
  • Level Adjustment: +2.

Shaghal Mutants
About one in 100 shaghals has long jet-black fur & fierce claws. Such creatures, known as Hul Shaghali, have the following additional traits:
  • Light Blindness: Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds a shaghal for 1d4 rounds. On subsequent rounds, they are dazzled as long as they remain in the affected area.
  • Natural Weapon (Ex): Claw (1d6 + Str); slashing damage.
  • Racial Skills: A hul shaghal has a +2 racial bonus on Hide & Intimidate checks.

4E Material
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The proud figure before you appears to be a well-muscled human covered in short dark fur. Its head is that of a severe-looking hound, although its eyes betray a cold, ruthless intellect. Its robes are scanty yet regal, & it wears multiple golden bands on its bare arms & legs.

There is a reason that many cities have massive stone walls build around them. They are built to defend the city & its citizens from outside attack. Among the most persistent threats to the coastal cities are the invading armies of the Shaghals, who wage a campaign of conquest against all civilized lands within their reach.

Sometimes called a jackal-gnoll, a shaghal (shah-GAHL) is in fact related to the common gnoll, & they share their sophistication. But unlike their amicable & urbane kin, shaghals are arrogant & merciless. Originally from a far-off land, ships of shaghal-driven slaves have terrorized coastal settlements on both sides of Admaja for the past several years. Recent reports also suggest that they may be creeping inland, for shaghal warriors have attacked caravans by springing up from the very ground if survivors can be believed.

They have made the effort to sail across the seas & assault the peoples of Admaja at the behest of their deity. Nathar, the Shepherd of the Dead, mandates that his chosen people spread to all corners of Siraaj & dominate all that they survey. This campaign of conquest will guarantee that the shaghals gain entrance in Paradise. Savvy & cunning, a shaghal is a tenacious foe by nature, made more so by their harsh, matriarchal culture.

A shaghal is about 6’-8’ tall, & weighs around 150-240 pounds. They speak Gnoll & Shagalai.

Plot Hooks
  • The area has been plagued by nightly invasions of slaving ships, which carry tyrannical gnoll-like creatures.
  • Caravans have been attacked lately, & the few survivors claim that cave-dwelling gnolls are responsible.
  • A Natharite cult has been operating in the city, in the sub-basement of the local thieves’ guild.