Dungeons and Dragons Yeth Hound 3.5 PBP RPG

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Yeth Hound

Yeth Hound

Medium Outsider (Extraplanar, Evil)

Hit Dice:

3d8+6 (19 hp)

Initiative:

+6

Speed:

40 ft. (8 squares), fly 60 ft. (good)

Armor Class:

20 (+2 Dex, +8 natural), touch 12, flat-footed 18

Base Attack/Grapple:

+3/+6

Attack:

Bite +6 melee (1d8+4)

Full Attack:

Bite +6 melee (1d8+4)

Space/Reach:

5 ft./5 ft.

Special Attacks:

Bay, trip

Special Qualities:

Damage reduction 10/silver, darkvision 60 ft., flight, scent

Saves:

Fort +5, Ref +5, Will +5

Abilities:

Str 17, Dex 15, Con 15, Int 6, Wis 14, Cha 10

Skills:

Listen +11, Spot +11, Search +7, Survival +11 (+13 following tracks)*

Feats:

Improved Initiative, Track

Environment:

An evil-aligned plane

Organization:

Solitary, pair, or pack (6-11)

Challenge Rating:

3

Treasure:

None

Alignment:

Always neutral evil

Advancement:

4-6 HD (Medium); 7-9 HD (Large)

Level Adjustment:

+3 (cohort)

A yeth hound stands 5 feet tall at the shoulder and weighs about 400 pounds.

Yeth hounds cannot speak, but understand Infernal.

Combat

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.

Flight (Su): A yeth hound can cease or resume flight as a free action.

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


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The king states, "I'll need to let some of the guard know, to avoid any misunderstandings, but if she is willing to hide her nature, I will play my part and ensure she knows her part is valued."




Soon enough, the platform ferries people and wagons to the ground. The wagon with the deceased children is taken off to a small abode where their bodies could be cleaned and prepared for funeral rites. The one with the Prince's remains and the egg to the main tower, where a few elderly women take custody of both.

The King hear's Lawrance's words, and states, "I thank you for your diligence and skill in retrieving this child. It is my hope that some light at least can be brought from this dark tale. I may seek out a priest of Bahamut to join my court. If anyone can counter the legacy of the child's mother, it would be the resplendent one."

The holdfast's servants have gone into a frenzy of activity by the time the group returns from the castle, and in several cases even some of the guards have been pressed into service. Arranging something of this nature is no simple matter.

But soon enough, carts of supplies and foodstuffs begin to exit the central tower, and the servants begin to set up simple tables and decorations about a half mile to the east, within a grove of trees with beautiful blossoms. Music and light begin to fill the area, and guests start to filter in.

Out of Character: holding off on Melendrach greeting Zarra until I know whether or not she's going in disguise.

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