Shadow MastiffCR 5

Always NE Medium Outsider (Extraplanar)

Init +5; Senses darkvision 60 ft., scent; Listen +8, Spot +8

Languages

AC 14, touch 11, flat-footed 13; Dodge
(+1 Dex, +3 natural)

hp 30 (4 HD)

Fort +7, Ref +5, Will +5

Speed 50 ft.,

Melee Bite +7 (1d6+4)

Space 5 ft.; Reach 5 ft.

Base Atk +4; Grp +7

Atk Options trip

Special Actions bay, shadow blend

Abilities Str 17, Dex 13, Con 17, Int 4, Wis 12, Cha 13

Feats Dodge, Improved Initiative, Track

Skills Hide +8, Listen +8, Move Silently +8, Spot +8, Survival +8*

Advancement 5-6 HD (Medium); 7-12 HD (Large)

Level adjustment +3 (cohort)

Bay (Su) When a shadow mastiff howls or barks, all creatures except evil outsiders within a 300-foot spread must succeed on a DC 13 Will save 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 the same mastiff's bay for 24 hours. The save DC is Charisma-based.

Shadow Blend (Su) In any condition of illumination other than full daylight, a shadow mastiff can disappear 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, will.

Trip (Ex) A shadow mastiff that hits with its bite attack can attempt to trip the opponent as a free action (+3 check modifier) without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the shadow mastiff.

Skills *A shadow mastiff has a +4 racial bonus on Survival checks when tracking by scent.