XP 1,600
NE Medium outsider (evil, extraplanar, feyblood)
Init +8;
Senses darkvision 60 ft., scent; Perception +10
DEFENSE
AC 19,
touch 14,
flat-footed 15; (+4 Dex, +5 natural)
hp 51 (6d10+18)
Fort +8,
Ref +7,
Will +5
Defensive Abilities shadow blend
DR 5/silver;
Resist cold 5
OFFENSE
Speed 50 ft.
Melee bite +10 (1d6+6 plus trip)
Special Attacks bay
Spell-Like Abilities (CL 6th)
At will—
invisibility 3/day—
ghost sound,
silent image 1/day—
alter self,
darkness,
magic mouth,
sleep (DC 11)
STATISTICS
Str 19,
Dex 19,
Con 17,
Int 4,
Wis 12,
Cha 11
Base Atk +6;
CMB +10;
CMD 24
Feats Improved Initiative, Iron Will, Power Attack
Skills Perception +10, Stealth +13, Survival +10
Languages Sylvan, Common (cannot speak)
SQ unseelie pact, unseelie sight
SPECIAL ABILITIES
Bay (Su)
When a shadow mastiff howls or barks, all creatures except evil outsiders within a 300-foot spread must succeed on a DC 15 Will save or become panicked for 2d4 rounds. This is a sonic, mind-affecting fear effect. A creature that successfully saves cannot be affected by the same mastiff’s bay for 24 hours. The save DC is Charisma-based and includes a +2 racial bonus.
Shadow Blend (Su)
In any condition of illumination other than full daylight, a shadow mastiff disappears into the shadows, giving it total concealment. Artificial illumination, even a light or continual flame spell, does not negate this ability. A daylight spell, however, does. A shadow mastiff can suspend or resume this ability as a free action.
Unseelie Pact (Su)
An unseelie creature that becomes
neutral or good loses the unseelie template, but it retains the evil
subtype and vulnerability to silver weapons. If it becomes a
good-aligned creature, it gains the seelie template.
Unseelie Sight (Su)
An unseelie creature using its
invisibility ability can see other unseelie creatures using the same
ability. In addition, it automatically succeeds on saves against
illusion spells and effects produced by unseelie creatures and
immediately recognizes such effects as illusions.