3e SRD:Shadow Mastiff

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This material is published under the OGL 1.0a.

Shadow Mastiff

Size/Type: Medium Outsider (Evil)
Hit Dice: 4d8+12 (30 hp)
Initiative: +5 (+1 Dex, +4 Improved Initiative)
Speed: 50 ft.
AC: 14 (+1 Dex, +3 natural)
Attacks: Bite +7 melee
Damage: Bite 1d6+4
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Bay, trip
Special Qualities: Shadow blend, scent
Saves: Fort +7, Ref +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/Terrain: Any land and underground
Organization: Solitary, pair, or pack (5-12)
Challenge Rating: 5
Treasure: None
Alignment: Always neutral evil
Advancement: 5-6 HD (Medium-size); 7-12 HD (Large)


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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