Jumping Jackal
Medium Monstrous Humanoid (Entity)

Vitality Dice: 4d8+4 (22 VP)
Wound Points: 12
Initiative: +6
Speed: 40 ft.
Defense: 16 (+6 Dexterity)
Base Attack/Grapple: +4 / +9
Attack: Bite +10 melee (1d4+1)
Full Attack: Bite +10 melee (1d4+1) and 2 rakes +5 melee (1d3)
Space/Reach: 5 ft. by 5 ft. / 5 ft.
Special Attacks: Attach
Special Qualities: Entity traits, Jumping Jack, Swift Defense
Allegiances: The Otherworld
Action Points: -
Reputation: +0
Saves: Fort +2, Reflex +10, Will +7
Abilities: Str 13, Dex 22, Con 12, Int 2, Wis 16, Cha 1
Sanity Drain: 1/1d6
Skills: Jump +21, Listen +6
Feats: Weapon Finesse (Claw)ᴮ, Weapon Finesse (Bite)ᴮ, Dodge
Talents: -
Challenge Rating: 3
Jumping Jackal is the name given to a species of energetic beings from the Otherworld. Generally humanoid in shape, the jackals have rubbery grey skin, vicious claws, and digitigrade legs like those of a dog. Its head is bestial, with a long muzzle and canine teeth below glowing white eyes. It lacks ears, but retains ear canals which appear like warped holes in the side of its head.

The jackal's bite is surprisingly dangerous considering the relatively small size of its teeth; the jackal can open its jaw up to one-hundred and twenty degrees and its teeth are blunted, causing them to tear flesh as opposed to more conventional piercing. This tearing is extremely painful; like using fingers to make a surgical incision instead of a scalpel.

Jumping Jackals get their name because of their kangaroo-like capacity for hopping. In fact, jumping wildly appears to be the jackal's sole method of locomotion. They can propel themselves great distances with a single leap and have even been observed "climbing" buildings by jumping between two opposing walls in an alley.

A radio detects the presence of a Jumping Jackal under the Welcome to Silent Hill variant.

Combat
When a jumping jackal spots prey, it leaps onto it and begins biting and kicking with its legs. If resisted, the creature leaps about quickly, vaulting off of walls and over obstacles, until it finds a weakness in its victim's guard through which to attack again. This "hit and jump" tactic is particularly effective against survivors who rely on firearms, as they will typically fire at the moving target out of fear, unaware that the creature awaits their attempt to reload.

Once it bites a victim who cannot resist it properly, it latches on and claws them, thrashing its head violently to remove large chunks of their flesh. Despite their savage assaults and deep-piercing teeth, jumping jackals only eat skin.

Attach (Ex): A jumping jackal who successfully bites a victim no more than one size category smaller than itself latches on. The victim is not considered grappled, but the extra weight and constant damage may make some actions difficult, if not impossible. Every round after the first the jackal remains attached, it automatically scores a critical hit with its bite attack, rending its victim's flesh, and may make its rake attacks with an additional +4 circumstance bonus.

While attached, the jackal loses its Dexterity modifier to its Defense.

Jumping Jack (Ex): A jumping jackal is capable of kicking off walls and angled surfaces with enough force to project itself forward. The jackal can use a wall or other vertical surface as if it were a floor, provided it jumps both on and off the wall, but it cannot use the same wall twice in a row. It can, however, jump back and forth between two opposing walls.

Some survivors have reported that the jumping jackal will use particularly sturdy-looking people in this same way.

Swift Defense (Ex): In any round in which it moves but does not attack, the jumping jackal may double its Dexterity modifier to its Defense.

Skills: A jumping jackal uses its Dexterity modifier for Jump checks instead of its Strength. It can always taken ten on Jump checks, even when rushed or threatened, and gains a +8 species bonus to Jump checks.