Shadow Mastiff

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Shadow Mastiff (CR 12)

A Shadow Mastiff is a creature that looks like a large dog, except that its coat is deep, supernatural black. On a quick glance, a shadow mastiff may pass for an ordinary , if very large, dog, 'man's best friend', but on a closer examination, the horrendous evil in its spirit is obvious.

Shadow mastiff's come from some dark place, some place outside this world, a shadowy place where the world is a twisted reflection of our own. This is the Plane of Shadows, where even the best tings, like mankind's loyal companions, are twisted and evil.

Shadow mastiff's exude terrible menace at the best of times, and when they make even the smallest of threatening gestures, fear grips the heart of even the most hardened souls.


GENERAL

CR 12 Hit Dice 17

XP 19,200

NE Medium Outsider

Init +5; Senses Standard Darkvision 60 ft., Scent 30 ft., Perception +18


DEFENSE

AC 32, touch 20, flat-footed 27 (+7 armor, +5 dex, +5 natural, +5 deflection)

hp 249

Fort +15, Ref +12, Will +12

Aura: -

SR: -

Special Defenses: Shadow Blend (See Below)

Immunities: -

Weaknesses: -


OFFENSE

Speed 50 ft.

Space / Reach: 5 ft. / 5 ft.

Single Melee Bite +18 (2d8+13/x2) + Trip

Full Melee Bite +18 (2d8+13/x2) + Trip, 2x Claws +18 (2d6+4/x2)

Ranged -

Special Attacks Menace, Trip, Shadow Blend

Action Points 0


STATISTICS

Str 19, Dex 15, Con 19, Int 5, Wis 14, Cha 13

Base Atk +12; CMB +19; CMD 28

Feats Spring Attack (EFFECT: Full attack action, attack at any point in a move, does not provoke from target)

Skills Survival +18

Languages can understand, but not speak, Common


SPECIAL ABILITIES

Menace (Su)

As a swift action, a Shadow Mastiff can exude menace, inspiring fear in nearby enemies. All enemies within 100 feet of the Shadow Mastiff must make a Will save, DC 21, or become Startled until the end of the encounter. This is a mind-affecting fear effect. If a creature is already Startled when affected by Menace, they instead become Panicked for one round, after which they are Startled until the end of the counter.

Creatures subjected to Menace can only be forced to save against it up to once per round. Once a creature has rolled a save against Menace, succeed or fail, that creature can ignore the subsequent uses of Menace (but not its effects) until the following round.


Shadow Blend (Su)

In any condition of illumination other than full daylight, a shadow mastiff can disappear into the shadows, giving it total concealment (50% miss chance). 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 without provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the shadow mastiff.


TREASURE

sell value of approximately 8,000 gp


COMBAT TACTICS

Shadow Mastiffs hunt in packs, and cooperate to efficiently bring down their enemies. Because Menace cannot affect a foe more than once per round, only one Mastiff will use the Menace ability each round.

Shadow Mastiffs also have Spring Attack, allowing them to use their excellent speed to run into a fight, make a bite attack, and run back out. This forces enemies to move up to the Mastiff, possibly provoking attacks of opportunity from their startled allies.

Once enemies move to engage, the Mastiff is usually pretty happy to take full attacks, but may use spring attack to find a flank or reposition themselves.

Shadow Mastiffs are not brilliant, but have animal cunning, and a solid understanding of pack tactics.

Shadow Mastiffs will flee a combat if clearly outmatched by their enemies.