Dogs of War

Dogs of war and men of hate
With no cause, we don’t discriminate
Discovery is to be disowned
Our currency is flesh and bone
— the bard band Floidus Pinkus

Dogs of War
Size/Type: Medium Outsider (Neutral, Extraplanar, Lawful)
Hit Dice: 8d8+16 (52 hp)
Initiative: +7
Speed: 50 ft. (10 squares)
Armor Class: 22 (+3 Dex, +6 natural, +3 hide armor), touch 13, flat-footed 16
Base Attack/Grapple: +8/+16
Attack: Bite +13 melee (1d8+3/19-20 plus 1d6 electricity)
Full Attack: Bite +13 melee (1d8+3/19-20 plus 1d6 electricity)
Space/Reach: 5 ft./5 ft.
Special Attacks: Breath weapon, electric bite
Special Qualities: Darkvision 60 ft., immunity to electricity, scent, vulnerability to water
Saves: Fort +9, Ref +9, Will +6
Abilities: Str 20, Dex 17, Con 15, Int 8, Wis 11, Cha 4
Skills: Intimidate +15, Jump +16, Listen +12, Spot +15, Survival +8*, Tumble +7
Feats: Alertness, Improved Critical (bite), Improved Initiative, Weapon Focus (bite)
Environment: Lawful plains, battlefields
Organization: Pack (5-12)
Challenge Rating: 6
Treasure: None
Alignment: Always lawful neutral
Advancement: 9-12 HD (Large); 13-16 HD (Huge)
Level Adjustment: +3 (cohort)

A typical dog of war stands 5½ feet high at the shoulder and weighs 160 pounds.

Dogs of War are never encountered alone. They travel only in packs, and are often conscripted to fight both sides of large battles. They do not speak but communicate through a series of barks, yelps, and growls and can be taught battle commands.

Combat

Dogs of war are trained to fight as tight packs, using their strong initiative and skill with their razor-sharp teeth to swarm and flank their opponents. They are also often used as artillery, breathing bolts of lightning into melee.

The natural weapons of dogs of war are treated as neutral-aligned and lawful-aligned for the purpose of overcoming damage reduction.

Breath Weapon (Su): 10-foot-long bolt that travels up to 100 feet, once every 3 rounds, damage 2d6 electricity, Reflex DC 17 half. The save DC is Constitution-based.

Electric Bite (Su): Dogs of war deal an extra 1d6 points of electric damage every time they bite an opponent, as if these bites are electric weapon.

Skills

Dogs of war have a +5 racial bonus on Hide and Move Silently checks, though these are rarely used, except in surprise raids.

*They also receive a +8 racial bonus on Survival checks when tracking by scent, due to their keen sense of smell.


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Dimmer of Light

These horrifying creatures hail from jungles in the depths of Tartarus, though prides of them are sometimes encountered in the mortal world. With the head and long neck of a serpent, and the body of an enormous great cat (males) or a claw-footed elephant (females), they make terrifying predators. Occasionally they are used as mounts by the generals and princes of the underworld. When so used they are typically given full plate barding, increasing their AC to 31 and reducing their movement to 30 ft.

Dimmer of Light CR 13
CE huge outsider
Init: +2 Senses: darkvision 90′
Listen +19 Spot +19

AC: 22 (-2 size, +2 Dex, +12 natural), touch 12, flat-footed 20.
HP: 133 (HD 14d8+70)
Resistances: fire 15, acid 10
Immunities: poison
Fort: +14 Reflex: +13 Will: +13

MV: 40 ft.
Attack: bite +22 (1d6+10 plus poison)
Full Attack: bite +22 (1d8 + 10 plus wisdom damage) and 2 claws +20 (2d4 + 5)
Face / Reach: 15ft / 10ft
Base Attack: +12 Grp: +30

Abilities: Str: 31 Dex: 15 Con: 20 Int: 6 Wis: 14 Cha: 11
Feats: weapon focus bite, multiattack, improved natural attack (bite), lightning reflexes, iron will
Skills: Balance +19, Climb +27, Jump +27, Hide +11, Listen +19, Move Silently +11, Spot +19, Swim +27

Wisdom Damage (Su): The bite of these creatures damages the sanity of those bitten. A DC 22 fort save is required to resist 1d10 points of wisdom damage. Those reduced to 0 Wisdom by these attacks fall unconscious.


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Creature: Skylion (CR 9)

Large Magical Beast (outsider)
Hit Dice: 15d10+30 (112 hp)
Initiative: +3
Speed: 40 ft. (8 squares), Fly 80 ft. (average)
Armor Class: 15 (-1 size, +3 Dex, +3 natural), touch 12, flat-footed 12
Base Attack/Grapple: +15/+20
Attack: Claw + 20 melee (1d4+5)
Full Attack: 2 claws +18 melee (1d4+5) and bite +20 melee (1d8+2)
Space/Reach: 10 ft./5 ft.
Special Attacks: Pounce, improved grab, rake 1d4+2
Special Qualities: Low-light vision, scent
Saves: Fort +11, Ref +12, Will +6
Abilities: Str 21, Dex 17, Con 15, Int 5, Wis 13, Cha 10
Skills: Balance +7, Hide +3*, Listen +5, Move Silently +11, Spot +5
Feats: Alertness, Run, Improved Grab, Power Attack, Iron Will, Multiattack, Flyby Attack
Environment: Outer Planes (elemental air?, concordiant domains?)
Organization: Solitary, pair, or pride (6-10)
Challenge Rating: 9
Treasure: Standard
Alignment: usually neutral, some lawful tendencies
Advancement: 16-20 HD (Huge)
Level Adjustment: –

This creature, most often seen serving as a noble and beautiful steed to powerful conjurers, originates from snow caped, wind swept peaks on the outer planes. They are strongly empathic and magical creatures, making them excellent steeds, espically if cared for properly. Their form is that of a large white lion, with colored mane and wings (typically sky blue), and are 6 to 9 feet long and weighs 330 to 550 pounds. Females are slightly smaller and lack a mane but use the same statistics.

Combat

Pounce (Ex): If a skylion charges a foe, it can make a full attack, including two rake attacks.

Improved Grab (Ex): To use this ability, a skylion must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.

Rake (Ex): Attack bonus +18 melee, damage 1d4+2.
Immunities (Ex): Skylions have cold and electricity resistance 10.

Skills: Skylions have a +4 racial bonus on Balance, Hide, and Move Silently checks. *In the sky (when viewed from below) or snow, the Hide bonus improves to +12.
In addition, because of their empathic nature, riders can recieve a +5 on their ride checks if the Sky Lion wishes to confer it (usually dependent on their treatment by their rider).


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