Hound of Tindalos

Hound of Tindalos

This gaunt, long-limbed quadruped has huge, soulless eyes and a toothy maw. The lean creature moves with a predatory grace.

Hound of Tindalos CR 7

XP 3,200
NE Medium outsider (evil, extraplanar)
Init +9; Senses darkvision 120 ft.; Perception +18

AC 20, touch 15, flat-footed 15 (+5 Dex, +5 natural)
hp 85 (10d10+30)
Fort +10, Ref +12, Will +8
DR 10/magic; Immune mind-affecting effects, poison

Speed 40 ft.
Melee bite +15 (2d6+3), 2 claws +15 (1d8+3)
Special Attacks ripping gaze
Spell-Like Abilities (CL 10th; concentration +13)

Constant—air walk
At will—fog cloud, invisibility, locate creature
3/day—dimensional anchor, discern location, greater scrying (DC 20), haste, slow (DC 16)

Str 17, Dex 21, Con 16, Int 16, Wis 21, Cha 16
Base Atk +10; CMB +13; CMD 28 (32 vs. trip)
Feats Blind-Fight, Combat Reflexes, Improved Initiative, Vital Strike, Weapon Finesse
Skills Acrobatics +18 (+22 jump), Intimidate +16, Knowledge (arcana) +16, Knowledge (geography) +13, Knowledge (planes) +16, Perception +18, Sense Motive +18, Stealth +18, Survival +18
Languages Aklo
SQ angled entry, otherworldly mind

Angled Entry (Su)

Hounds of Tindalos move through the dimensions in ways other creatures cannot comprehend. They may use greater teleport (self only) once per round as a swift action and plane shift (self only) 3/day as a standard action (caster level 10th). A Hound of Tindalos can use these powers anywhere, but its destination point must be adjacent to a fixed angle or corner in the physical environment, such as a wall, floor, or ceiling (as determined by the GM); temporary angles created by cloth, flesh, or Small items are not sufficient. It cannot use these abilities to enter curved architecture or open outdoor environments.

Otherworldly Mind (Ex)

Any non-outsider attempting to read the thoughts of a Hound of Tindalos or communicate with it telepathically takes 5d6 points of nonlethal damage and must make a DC 18 Will save or become confused for 2d4 rounds. This is a mind-affecting effect. The save DC is Charisma-based.

Ripping Gaze (Su)

5d6 slashing damage, 30 feet, Fortitude DC 18 negates. A creature that succeeds on its save is immune to that hound’s gaze for 24 hours. Damage caused by a ripping gaze can be defeated by damage reduction, but it bypasses DR/magic and slashing. The save DC is Charisma-based.

Environment any
Organization solitary or pack (2–12)
Treasure none

Pathfinder Roleplaying Game Bestiary 2, © 2010, Paizo Publishing, LLC; Authors Wolfgang Baur, Jason Bulmahn, Adam Daigle, Graeme Davis, Crystal Frasier, Joshua J. Frost, Tim Hitchcock, Brandon Hodge, James Jacobs, Steve Kenson, Hal MacLean, Martin Mason, Rob McCreary, Erik Mona, Jason Nelson, Patrick Renie, Sean K Reynolds, F. Wesley Schneider, Owen K.C. Stephens, James L. Sutter, Russ Taylor, and Greg A. Vaughan, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.