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) |
| Description: |
Combat
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.
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