Name | Shadow Mastiff |
---|---|
Sorted Name | Shadow Mastiff |
Family | Shadow Mastiff |
Size and Type | Medium Outsider (evil, extraplanar) |
Hit Dice Count | 6 |
Hit Dice | 6d10+18 (51 hp) |
Random Hit Points | 6d10+18 - 18 |
Initiative | +6 |
Speed | 50 ft. |
Armor Class | 17, touch 12, flat-footed 15 (+2 Dex, +5 natural) |
Base Attack/Grapple | +6/+CMB: +10CMD: 22 |
Attack | bite +10 (1d6+6 plus trip) |
Space/Reach | 5 ft./5 ft. |
Special Attacks | bay |
Special Qualities | darkvision 60 ft., scent; |
Saves | Fort +8, Ref +7, Will +5 |
Abilities | Str 19, Dex 15, Con 17, Int 4, Wis 12, Cha 13 |
Skills | Perception +10, Stealth +11, Survival +10 |
Feats | Improved Initiative, Iron Will, Power Attack |
Environment | any |
Challenge Rating | 5 |
Organization | solitary, pair, or pack (5-8) |
Treasure | Value none |
Alignment | NE |
Version | PRPG-O |
Sources | Pathfinder RPG (Open) |
Shadow MastiffAlthough shaped like a dog, this muscular creature has a coat that drinks up the light, drawing shadows in around it. Its maw is full of sharp teeth, and a wisp of shadow drips from its writhing tongue.Shadow Mastiff CR 5 XP 1,600NE Medium outsider (evil, extraplanar)Init +6; Senses darkvision 60 ft., scent; Perception +10DEFENSEAC 17, touch 12, flat-footed 15 (+2 Dex, +5 natural)hp 51 (6d10+18)Fort +8, Ref +7, Will +5Defensive Abilities shadow blendOFFENSESpd 50 ft.Melee bite +10 (1d6+6 plus trip)Special Attacks baySTATISTICSStr 19, Dex 15, Con 17, Int 4, Wis 12, Cha 13Base Atk +6; CMB +10; CMD 22Feats Improved Initiative, Iron Will, Power AttackSkills Perception +10, Stealth +11, Survival +10Languages Common (cannot speak)ECOLOGYEnvironment anyOrganization solitary, pair, or pack (5-8)Treasure Value noneSPECIAL ABILITIESBay (Su) When a shadow mastiff howls or barks, all creatures except evil outsiders within a 300-foot spread must succeed on a DC 16 Will save or become panicked for 2d4 rounds. This is a sonic, mind-affecting fear effect. A creature that successfully saves cannot be affected by the same mastiff's bay for 24 hours. The save DC is Charisma-based and includes a +2 racial bonus.Shadow Blend (Su) In any condition of illumination other than full daylight, a shadow mastiff disappears into the shadows, giving it total concealment. Artificial illumination, even a light or continual flame spell, does not negate this ability. A daylight spell, however, does. A shadow mastiff can suspend or resume this ability as a free action.Tireless hunters, stealthy trackers, and deadly predators, shadow mastiffs stalk the dark corners of the outer planes, preying upon all beings that stray from the light. These beasts bear little in common with actual canines aside from their general forms, their bodies being the evolution of countless centuries hunting the most merciless wildernesses of the Outer Planes and the Plane of Shadow. On the Material Plane, they prefer to travel in shadow, moving soundlessly and unseen to find prey, hunting in vicious sport just as often as in hunger. Shadow mastiffs stand over 4 feet tall, with most weighing nearly 300 pounds. In combat, shadow mastiffs prefer to fight in shadows, shying from areas of bright light unless faced with no other choice and using their bay to cause their enemies to flee from well-lit areas. Shadow mastiffs prefer to hunt in groups, using pack tactics to lure prey into traps and to draw away sources of light. They do not make lairs, and are usually not found with any sort of treasure, unless it is on the body of a recently slain victim. Summoning a Shadow Mastiff |
Source Copyright: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
The Book of Experimental Might. Copyright 2008, Malhavoc Press; Author: Monte J. Cook.
Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content from TSR.
The Open content displayed above has been reproduced without permission from the copyright holder.
Attacks: bite +10 (1d6+6 plus trip), or
feats: IMPROVED INITIATIVE, IRON WILL, POWER ATTACK, ,