3e SRD:Yeth Hound

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This material is published under the OGL 1.0a.

Yeth Hound

Size/Type: Medium Outsider (Evil)
Hit Dice: 3d8+6 (19 hp)
Initiative: +6 (+2 Dex, +4 Improved Initiative)
Speed: 40 ft., fly 70 ft. (good)
AC: 20 (+2 Dex, +8 natural)
Attacks: Bite +6 melee
Damage: Bite 1d8+4
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Bay, trip
Special Qualities: Scent, flight, damage reduction 10/silver
Saves: Fort +5, Ref +5, Will +5
Abilities: Str 17, Dex 15, Con 15, Int 6, Wis 14, Cha 10
Skills: Listen +8, Spot +8, Wilderness Lore +8*
Feats: Improved Initiative
Climate/Terrain: Any land and underground
Organization: Solitary, pair, or pack (6-11)
Challenge Rating: 3
Treasure: None
Alignment: Always neutral evil
Advancement: 4-6 HD (Medium-size); 7-9 HD (Large)


Combat

Bay (Su): When a yeth hound howls or barks, all creatures except other evil outsiders within a 300-foot spread must succeed at a Will save (DC 12) 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 hound's bay for one day.

Trip (Ex): A yeth hound 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 yeth hound.

Flight (Su): A yeth hound can fly as the spell cast by an 11th-level sorcerer, as a free action. A yeth hound that loses this ability falls and can perform only partial actions.

Skills: A yeth hound receives a +4 racial bonus to Wilderness Lore checks when tracking by scent.



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