| Id | 106 |
|---|---|
| Name | Shadow Mastiff |
| Size and Type | 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 |
| Saves_Fort | 7 |
| Saves_Ref | 5 |
| Saves_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 |
| Organization | Solitary, pair, or pack (5-12) |
| CR | 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. |