Abyssal Warhound GeneralCreature 8
Source Pathfinder Society Scenario #4-99: Blessings of the Forest
Perception +17 (darkvision, scent (imprecise) 60 feet)
Languages none
Skills Acrobatics +18, Athletics +14, Intimidation +17, Survival +17
Str +6, Dex +2, Con +6, Int -4, Wis +3, Cha +3
AC 24; Fort +18; Reflex +13; Will +15;
HP 170
Speed 30 feet
Weaknesses Cold Iron 6, Holy 6
Resistances Acid 11
Jaws
+20 (+15, +10) to hit (unarmed, unholy) 2d10+11 PiercingCaustic Drool
(acid)Caustic saliva drips from the warhound's mouth. Until the end of its turn, the abyssal warhound's jaws Strike deals an additional 2 points of acid damage on a successful attack, or 4 points on a critical success.
Effect: Caustic Drool
Caustic Vomit
(acid, divine)The abyssal warhound purebred spews acidic vomit that deals 9d6 acid damage in a 40-foot cone (DC 25 fortitude save). It can't use Caustic Vomit again for 1d4 rounds.
Shake
Requirements The abyssal warhound's Caustic Drool ability is active
Effect The warhound shakes its head, splattering nearby creatures with caustic saliva. All creatures within 10 feet of the warhound take 5d6 acid damage (DC 23 reflex) and the warhound's Caustic Drool ability ends. Abyssal warhounds are immune to this damage.
Warning Growl
(auditory, emotion, fear, mental)Trigger A creature targets the warhound with a melee Strike
Effect The warhound Demoralizes the triggering creature and does not take a penalty for not speaking a language. The results of this check occur before resolving the triggering Strike.
Knockdown
Requirements The monster's last action was a successful Strike that lists Knockdown in its damage entry
Effect The monster attempts to [/act trip] the creature. This attempt neither applies nor counts toward the monster's multiple attack penalty.
Traits
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.
AnimalAn animal is a creature with a relatively low intelligence. It typically doesn't have an Intelligence attribute modifier over –4, can't speak languages, and can't be trained in Intelligence-based skills.
DemonA family of fiends, demons hail from or trace their origins to the Outer Rifts. Most are irredeemably unholy and have darkvision and weaknesses to cold iron and holy.
FiendCreatures that hail from or have a strong connection to the unholy planes are called fiends. Fiends can survive the basic environmental effects of planes in the Outer Sphere.
UnholyEffects with the unholy trait are tied to powerful magical forces of cruelty and sin. They often have stronger effects on holy creatures. Creatures with this trait are strongly devoted to unholy causes, and often have weakness to holy. If a creature with weakness to unholy uses an unholy item or effect, it takes damage from its weakness.