Dungeons and Dragons Shadow Mastiff 3.5 PBP RPG

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Shadow Mastiff

Shadow Mastiff

Medium Outsider (Extraplanar)

Hit Dice:

4d8+12 (30 hp)

Initiative:

+5

Speed:

50 ft. (10 squares)

Armor Class:

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

Base Attack/Grapple:

+4/+7

Attack:

Bite +7 melee (1d6+4)

Full Attack:

Bite +7 melee (1d6+4)

Space/Reach:

5 ft./5 ft.

Special Attacks:

Bay, trip

Special Qualities:

Darkvision 60 ft., shadow blend, scent

Saves:

Fort +7, Ref +5, Will +5

Abilities:

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

Skills:

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

Feats:

Dodge, Improved Initiative, Track B

Environment:

Plane of Shadow

Organization:

Solitary, pair, or pack (5-12)

Challenge Rating:

5

Treasure:

None

Alignment:

Always neutral evil

Advancement:

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

Level Adjustment:

+3 (cohort)

This creature has the body of a large dog, with a smooth black coat and a mouth full of sharp teeth.

A shadow mastiff is slightly more than 2 feet high at the shoulder and weighs about 200 pounds.

Shadow mastiffs cannot speak, but they understand Common.

Combat

Shadow mastiffs prefer fighting in shadows or dark conditions, which gives them a great advantage.

If a magical light source negates the shadows around them, shadow mastiffs are cunning enough to either move out of the light or back off and break up the opposition with their baying. They have been known to seize and carry off items enspelled with daylight spells.

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.

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.

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.

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


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Latest RPG Post

I continue to swing with reckless abandon at the hobgoblins. Ghost weaves between then ripping at them and tripping enemies when he can.

Out of Character: : 4 more rounds of action here. No need to use spells to defeat these hobgoblins. Conserving resources.

Rachel attacks: Replying to: Kyrroeth game_die
Result: 4d20 (12, 18, 17, 9)
Total: 56 add + 6 to each attack.
Club damage: Replying to: Kyrroeth game_die
Result: 4d6 (1, 5, 6, 3) + (3)
Total: 18. Add + 3 to each.
Ghost attacks: Replying to: Kyrroeth game_die
Result: 4d20 (9, 13, 4, 9)
Total: 35. Add +11 to each
Bite damage: Replying to: Kyrroeth game_die
Result: 4d8 (5, 5, 8, 7)
Total: 25 add + 4 to each roll.
Trip : Replying to: Kyrroeth game_die
Result: 4d20 (8, 20, 13, 18)
Total: 59 add + 11 to each roll

AoO attacks: Replying to: Kyrroeth game_die
Result: 4d20 (1, 1, 9, 17)
Total: 28. Add +11 to each.
AoO damage: Replying to: Kyrroeth game_die
Result: 4d8 (6, 6, 8, 8)
Total: 28. Add +4 to each roll.

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