Black Dog
Large (Long) Magical Beast [Incorporeal]
Hit Dice: 4d10+9 (31 hp average)
Initiative: +2 (+2 Dex)
Speed: 40 ft.
AC: 16 (+2 Dex, +4 deflection)
Attacks: Incorporeal Bite +3 melee
Damage: Incorporeal Bite inflicts 1d4 temporary Constitution ability damage
Face/Reach: 5 ft. by 10 ft./5 ft.
Special Attacks: Fear, howl
Special Qualities: Incorporeal, scent
Saves: Fort +7, Ref +6, Will +1
Abilities: Str (18), Dex 14, Con 17, Int 12, Wis 10, Cha 15
Skills: Hide +6, Jump +8, Listen +10, Spot +8, Search +5
Feats: Alertness, Endurance
Climate/Terrain: Any (night time only)
Organization: Solitary
Challenge Rating: 3
Treasure: None.
Alignment: Usually chaotic evil
Advancement: 5-10 HD (Huge)
Malicious and malevolent, black dogs are solitary hunters which roam the night inflicting terror and death upon loan travelers they encounter upon roads in the deepest dark. Black dogs delight in tormenting their prey, often attempting to draw out an encounter over several nights if possible, slowing weakening their prey and terrorizing them with their fear and phantasmal attacks.
Black dogs are utterly black, except for their eyes, which glow with an evil crimson light only visible to their intended victim. Black dogs resemble massive canines in outline, but other details are near-impossible to determine due to their coloring and their hunting habits.
Black dogs are intelligent but do not appear to communicate with other beings. Black dogs communicate telepathically with their own kind.
Black dogs receive a +16 circumstance bonus to Hide in dark conditions (not included in stat block).
Combat
Black dogs prefer to stalk their prey, slowly building up fear. Black dogs reveal themselves by the fearful clicking of their claws, then follow with their howl.
- Natural Invisibility (Su)
- Black dogs are normally invisible to all but their chosen prey. A see invisibility will revel the presence of a black dog.
- Fear (Su)
- The black dog can cause its prey to perceive the sound of its nails clicking on a firm surface. This sound causes fear in the prey, as the fear spell, DC 14 (10 + 2 + Cha bonus) to resist. A victim which successfully saves versus the fear effect is immune to that black dog's fear until the next dusk.
- Howl (Sp)
- The howl of a black dog can drive its prey mad with fear and has the effect of a phantasmal killer upon the prey (fear effect, mind-affecting phantasm). DC 16 (10 + 4 + Cha bonus) Will save to disbelieve; DC 16 (10 +4 + Cha bonus) Fortitude save if Will save failed.
- Darkvision (Ex)
- Black dogs have darkvision to 120 feet.
- Scent (Ex)
- A black dog can identify familiar odors just as humans do familiar sights. A black dog can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range is 60 feet; if downwind, the range is 25 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at three times these ranges. Black dogs can detect another creature's presence, but not its specific location. Noting the direction of the scent is a standard action. If the black dog moves within 5 feet of the scent's source, it can pinpoint that source.
- A black dog can follow tracks by smell, making a Wisdom check to follow the smell. The typical DC for a fresh trail is 10. The DC increases or decreases depending on how strong the quarry's odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Track feat. Creatures tracking by scent ignore the rules for surface conditions and poor visibility.Water, particularly running water, ruins a trail for air-breathing creatures.
- False, powerful odors can easily mask other scents. The presence of such an odor completely spoils the ability to properly detect or identify creatures, and the base Wilderness Lore DC to track becomes 20 rather than 10.
- Incorporeal
- Can be harmed only by other incorporeal creatures, +1 o better magic weapons, or magic, with a 50% chance to ignore any damage from a corporeal source. Can pass through solid objects at will, and own attacks pass through armor. Always moves silently.