3e SRD:Shadow Mastiff
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|This material is published under the OGL|
|Size/Type:||Medium Outsider (Evil)|
|Hit Dice:||4d8+12 (30 hp)|
|Initiative:||+5 (+1 Dex, +4 Improved Initiative)|
|AC:||14 (+1 Dex, +3 natural)|
|Attacks:||Bite +7 melee|
|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)|
|Alignment:||Always neutral evil|
|Advancement:||5-6 HD (Medium-size); 7-12 HD (Large)|
CombatBay (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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