3e SRD:Shadow Mastiff
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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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