Yeth Hound |
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3d8+6 (19 hp) |
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+6 |
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40 ft. (8 squares), fly 60 ft. (good) |
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20 (+2 Dex, +8 natural), touch 12, flat-footed 18 |
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+3/+6 |
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Bite +6 melee (1d8+4) |
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Bite +6 melee (1d8+4) |
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5 ft./5 ft. |
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Bay, trip |
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Damage reduction 10/silver, darkvision 60 ft., flight, scent |
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Fort +5, Ref +5, Will +5 |
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Str 17, Dex 15, Con 15, Int 6, Wis 14, Cha 10 |
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Listen +11, Spot +11, Search +7, Survival +11 (+13 following tracks)* |
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An evil-aligned plane |
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Solitary, pair, or pack (6-11) |
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3 |
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None |
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Always neutral evil |
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+3 (cohort) |
A yeth hound stands 5 feet tall at the shoulder and weighs about 400 pounds.![]()
Yeth hounds cannot speak, but understand Infernal.
Yeth hounds hunt only at night. They fear the sun and never venture out in daylight, even if their lives depend on it.
A yeth hound's natural weapons, as well as any weapons it wields, are treated as evil-aligned for the purpose of overcoming damage reduction.
Bay (Su): When a yeth hound howls or barks, all creatures except other evil outsiders within a 300-foot spread must succeed on a DC 11 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 hound's bay for 24 hours. The save DC is Charisma-based.
Trip (Ex): A yeth hound that hits with its bite attack can attempt to trip the opponent (+3 check modifier) 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.