Keen Hearing and Smell. The jackal has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics. The jackal has advantage on an attack roll against a creature if at least one of the jackal's allies is within 5 ft. of the creature and the ally isn't incapacitated.
Death Bite. The jackal can, on an attack that hits, add 2d8 necromantic damage to the attack. After doing this, the jackal must wait a round before attacking again.
Bite. Melee Weapon Attack: d20+5 to hit, reach 5 ft., one target. Hit: d6+3 piercing damage.