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Scraghound

These aquatic canines possess crocodile- or shark-like jaws filled with teeth and can smell blood in the water over great distances.

Scraghound CR 3

XP 800
N Medium magical beast (aquatic)
Init +5; Senses darkvision 60 ft., keen scent, low-light vision, scent; Perception +8

 DEFENSE

AC 15, touch 11, flat-footed 14 (+1 Dex, +4 natural)
hp 30 (4d10+8); regeneration 3 (acid or fire; only when submerged in water)
Fort +6, Ref +5, Will +1

 OFFENSE

Speed 20 ft., swim 30 ft.
Melee bite +8 (1d8+6 plus disease and trip)
Special Attacks disease

 STATISTICS

Str 18, Dex 13, Con 15, Int 2, Wis 11, Cha 6
Base Atk +4; CMB +8; CMD 19 (23 vs. trip)
Feats Improved Initiative, Skill Focus (Perception)
Skills Perception +8, Stealth +5, Survival +1 (+5 scent tracking); Racial Modifiers +4 Survival when tracking by scent
SQ amphibious

 SPECIAL ABILITIES

Disease (Ex)

A scraghound's saliva is an infectious brew of contagion. Creatures bitten by a scraghound are often afflicted with bloodfire fever, a disease characterized by deep internal pain, as if the victim's blood were on fire. Its symptoms include loss of muscular coordination and physical strength as well as lethargy and fatigue.

Bloodfire fever: Bite-injury; save Fort DC 14; onset 1 day; frequency 1/day; effect 1d3 Str damage, 1d3 Dex damage and target is fatigued; cure 2 consecutive saves. The save DC is Constitution-based.

Keen Scent (Ex)

A scraghound can notice creatures by scent in a 180-foot radius underwater and can detect blood in the water at ranges of up to a mile.

Base Creature