Sod HoundCreature 3
Source Pathfinder Monster Core
Perception +9 (darkvision, crystal sense (imprecise) 60 feet)
Languages none
Skills Athletics +11, Survival +9
Str +4, Dex -1, Con +3, Int -4, Wis +2, Cha -1
AC 19; Fort +12; Reflex +6; Will +7;
HP 44
Speed 30 feet (burrow 20 feet)
Immunities bleed, paralyzed, poison, sleep
Jaws
+11 (+6, +1) to hit (unarmed) 1d10+6 PiercingCrystal Sense (Imprecise) 60 feet
A sod hound can sense crystals or gems within 60 feet as if using the Scent ability
Earth GlideThe sod hound can Burrow through any earthen matter, including rock. When it does so, the sod hound moves at its full burrow Speed, leaving no tunnels or signs of its passing.
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.
Sod hounds are mossy extraplanar canines formed of packed dirt and pebbles. On their native plane, they are often tasked with guarding less secure sites and finding mineral deposits. Others live in the comparative lap of luxury as pets to jabalis.
Earth elementals make excellent bodyguards for adventuresome spelunkers and are ideal protectors of important subterranean locations such as vaults and treasuries.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
EarthEffects with the earth trait either manipulate or conjure earth. Those that manipulate earth have no effect in an area without earth. Creatures with this trait consist primarily of earth or have a connection to magical earth.
ElementalCreatures directly tied to an element and native to the elemental planes. Elementals don't need to breathe.