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Weak Cacophonous Hound EchoCreature 4


RareMediumAberrationEvilTime
Source Pathfinder Society Scenario #5-17: Stranded on Yesterday's Tide
Perception +13 (greater darkvision)
Languages Aklo
Skills Acrobatics +12, Athletics +11, Occultism +12, Stealth +12, Survival +8
Str +3, Dex +4, Con +1, Int +4, Wis +3, Cha +1

AC 21; Fort +9; Reflex +13; Will +11;
HP 23
Speed 30 feet
Immunities controlled, emotion
Resistances Mental 3, Poison 3

Jaws One Action +13 (+8, +3) to hit (unarmed) 2d6+4 Piercing
Claw One Action +13 (+9, +5) to hit (agile, unarmed) 1d10+4 Slashing

Greater Darkvision

A creature with greater darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. A creature with greater darkvision can see through even forms of magical darkness.

Churning Gaze (aura, occult, visual)

30 feet. The hound echo's eyes glow balefully, causing the internal organs of a creature that meets its awful gaze to churn and spasm. When a creature ends its turn in the aura's emanation, it must succeed at a DC 21 fortitude save or be Sickened 1 (or Sickened 2 on a critical failure). A creature that critically succeeds at its save is temporarily immune for 24 hours.

Otherworldly Mind (mental)

Whenever a creature targets the hound with a mental effect, that creature takes (1d6+2) mental damage (DC 21 will save). On a failure, it also becomes Frightened 1 (or Frightened 2 on a critical failure).

Vulnerable to Curved Space

When a hound echo is not adjacent to a structural angle of 90° (or more acute), its resistance to physical damage is suppressed and it becomes Sickened 1. It can't recover from this sickened condition, but the condition ends automatically once the hound is again adjacent to a suitable angle.

Effect: Vulnerable to Curved Space

Limited Angled Entry One Action

The hound echo casts a 4th-level Translocate spell, but it must transport itself into a space it can see that is adjacent to an angle of 90° (or more acute) in the structure or environment around it. For example, it could teleport to a space adjacent to a wall (using the angle between the wall and floor) or a corner in a room, or adjacent to a sizable tree growing straight up out of the ground, but not to a flat plain or a room with only curved corners and edges. It can't use Limited Angled Entry again for 1d4 rounds.

Once per day, the hound can use this ability to plane shift to or from the Dimension of Time, with the same restrictions on what angles it can appear next to.


Occult Innate Spells (DC 24, +16 to hit)

2nd Level: Invisibility (Self only)
3rd Level: Haste, Slow
4th Level: Dimensional Anchor
8th Level: Discern Location


Lean and athirst, the hounds of Tindalos are drawn to those who tamper with the flow of time, travel through time, or use magic or rare alchemical drugs to send their thoughts or perception back or forward in time. Powerful spellcasters can draw them from the Dimension of Time via rare rituals, but doing so attracts the hounds' ire, so few who traffic in such rituals live long enough to spread their knowledge. While the hounds possess great cunning and cruel intellect, they rarely interact with other creatures-other than to hunt and destroy those who have attracted their unblinking attention.

Once a hound catches scent of a mortal to hunt, it calls others of its ilk. The pack then pursues its victim through all space and time until it catches, slays and devours them. Those pursued can escape only by avoiding all angles, as hounds of Tindalos could step through them from nothingness at any time.


Traits

Rare

This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.

Aberration

Aberrations are creatures from beyond the planes or corruptions of the natural order.

Time

Time creatures are natives of the Dimension of Time. They don't age, and while some might be driven by supernatural hungers, they don't need to eat or drink to survive. They can survive the basic environmental effects of the Dimension of Time.