Yeth WarbeastCreature 7
Source Pathfinder Society Scenario #2-20: Breaking the Storm: Bastion in Embers
Perception +15 (darkvision, scent (imprecise) 30 feet)
Languages Chthonian, (can't Speak Any Language)
Skills Acrobatics +13, Athletics +17, Stealth +15, Survival +13
Str +6, Dex +4, Con +2, Int -2, Wis +4, Cha +2
AC 24; Fort +15; Reflex +17; Will +17;
HP 145
Speed 40 feet
Weaknesses Silver 10
Jaws
+17 (+12, +7) to hit (unarmed, unholy) 3d8+6 PiercingConstant Spells
A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires.
Bay
(auditory, concentrate, divine, fear, mental)The yeth warbeast emits an unearthly howl audible up to 300 feet feet away. Any non-fiend creature that hears the howl must succeed at a DC 25 will save or become Frightened 1. Any creature that critically fails and is within 60 feet of the yeth warbeast is instead Frightened 3 and Fleeing for 1d4 rounds (or until it recovers from its frightened condition).
Whether it succeeds or fails the saving throw, the creature is then temporarily immune to Bay for 24 hours.
Ear-splitting Howl
(auditory, divine, fear, mental, sonic)The yeth warbeast releases a piercing bark that deals 8d6 sonic damage in a 20-foot cone (DC 25 reflex save). A creature that critically fails also becomes Frightened 1, or increases the value of its frightened condition by 1 if already frightened.
The warbeast can't use Ear-Splitting Howl again for 1d4 rounds.
Sinister BiteA good creature bitten by a yeth hound must attempt a DC 25 will save. On a critical success, the creature is temporarily immune to sinister bite for 1 minute. A creature that fails becomes Frightened 1, or increases the value of its frightened condition by 1 if already frightened.
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.
Divine Innate Spells (DC 25, +17 to hit)
4th Level: Air Walk (Constant)
Wicked canine creatures who live for the thrill of the hunt, yeth hounds often serve evil masters as guardians and trackers. Yeth hounds resemble lean, sleek dogs with overlarge ears and narrow paws that can tread on air as easily as the ground. Despite their canine appearance, yeth hounds are remarkably intelligent, although they rarely display this intelligence except when devising intricate tactics to ensnare their quarry. Their eerie bays echo across the countryside when they are engaged in a hunt, and they particularly enjoy baying to frighten and disorient intelligent creatures. Yeth hound packs can number as many as a dozen members, each working in uncanny communion with its packmates to corner and kill their prey. Yeth hounds like to drag their victims back to their lairs to eat at their leisure, so these lairs often contain discarded treasures from the hounds' previous meals.
Yeth hounds despise two things: sunlight and other canines. They hunt only at night if they can, often breaking off their hunt at dawn to retreat to a subterranean lair or den, no matter how close they had come to catching their prey. Yeth hounds usually attack wargs, wolves, and similar creatures on sight, working to drive larger or more powerful canines from their hunting areas when then can't simply overpower and kill them.
Evil rangers, bestial demons, and wicked cults are frequently gifted yeth hound servants by fiendish patrons. Such hounds often serve as spies and are quick to turn against those who fail to advance the patrons' wicked aims. The cult of Lamashtu, in particular, is fond of using yeth hounds as temple guardians.
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.
BeastA creature similar to an animal but with an Intelligence modifier of –3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.
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.