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Shadow Mastiff
Size & Type (subtype):Medium-Size Outsider (Evil)Hit Dice:4d8+12 (30)
Initiative:   +5 (+1 Dex, +4 Improved Initiative)   Speed:   50 ft.  
Armor Class:   14 (+1 Dex, +3 natural)   Attacks:   Bite +7 melee  
Damage:   Bite 1d6+4   Face and Reach:   5 ft. by 5 ft./5 ft.  
Special Attacks:   Bay, trip   Special Qualities:   Shadow blend, scent  
Saving Throws  Fortitude: 7  
Reflex: 5  
Will: 5  
Abilities:   Str: 17
Dex: 13
Con: 17
Int: 4
Wis: 12
Cha: 13
Skills:   Listen +8, Spot +8, Wilderness Lore +7*   Feats:   Dodge, Improved Initiative  
Climate and Terrain:   Any land and underground   Climate:   cold,temperate,warm  
Terrain:   desert,forest,hill,marsh,mountains,plains,underground   Organization:   Solitary, pair, or pack (5-12)  
Challenge Rating:   5   Challenge Rating Value:   5  
Treasure:   None   Alignment:   Always neutral evil  
Advancement:   5-6 HD (Medium-size); 7-12 HD (Large)  



Bay (Su): When a shadow mastiff howls or barks, all creatures except evil outsiders within a 300-foot spread must succeed at a Will save (DC 13) or become panicked for 2d4 rounds. This is a sonic, mind-affecting fear effect. Whether or not the save is successful, an affected creature is immune to that mastiff's bay for one day.

Trip (Ex): A shadow mastiff that hits with its bite attack can attempt to trip the opponent as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the shadow mastiff.

Shadow Blend (Su): During any conditions other than full daylight, a shadow mastiff can disappear into the shadows, giving it nine-tenths concealment. Artificial illumination, even a light or continual flame spell, does not negate this ability. A daylight spell, however, will.

Skills: A shadow mastiff receives a +4 racial bonus to Wilderness Lore checks when tracking by scent.


Interface by Rodrigo Flores - 2003-2013Database by John H. Kim - 2002