Zhackal (CR 1)

Small Magical Beast (Psionic)
Alignment: Always neutral
Initiative: +2 (Dex); Senses: darkvision 60 ft. and low-light vision


AC: 15 (+1 size, +2 Dex, +2 natural), touch 13, flat-footed 13
Hit Dice: 1d10+1 (6 hp)
Fort +3, Ref +4, Will +1
Speed: 40 ft.
Space: 5 ft./5 ft.
Base Attack +1; Grapple +0
Attack: Bite +7 melee
Full Attack: Bite +7 melee
Damage: Bite 1d6+3
Special Attacks/Actions: Psi-like abilities
Abilities: Str 16, Dex 15, Con 12, Int 2, Wis 13, Cha 15
Special Qualities:
Feats: Track; Weapon Finesse (bite)
Skills: Survival +5
Advancement: 2 HD (Small); 3 HD (Medium)
Climate/Terrain: Warm deserts (Athas)
Organization: Solitary, pair, or pack (7-16)
Treasure/Possessions: None

Source: Dungeon #111

Psi-like Abilities (Sp): 3/day - cloud mind (DC 14); 1/day - ego whip (DC 14). Manifester level 3rd; the save DCs are Charisma-based.

Because zhackals are scavengers, they prefer food that's already helpless or dead. If a pack finds a creature in the desert that looks vulnerable, they manifest cloud mind to hide themselves, then circle their prey and try to render it helpless with ego whips before consuming it.

When they aren't actively hunting, zhackals run rather than fight, even if their lairs or young are threatened.