D&D 3e (3.0/3.5) Rules
Medium Outsider (Incorporeal, Evil)
The Shadow Hound is a wolf-like looking creature with a large gaping maw when it bays, made of pure shadow. The only thing that gives it any sign of life is its two blood red eyes.
Born of the fringes of the planes of magic and shadow, the Shadow Hound has adapted itself to survive in these realms. Many believe that this creature's natural habitat is on the dark moon of Nuitari, lending credence to it's attraction towards magic.
The creature made of shadow has a special affinity to magic items and has a special knack for seeking them out. Hating life itself, this creature feeds off the life force of its victims and takes its magic items as a trophy. This creature can be found in either solitary form, usually when summoned, or in a pack when in its natural habitat. Those brave enough to find a Shadow Hound den and enter it will find its trophies from previous hunts. It is also said when a Shadow Hound is on a hunt for magic items, those sleeping when it is near seem to suffer nightmares as it passes by.
The Shadow Hound understands common but cannot speak it.
Shadow Hounds prefer fighting in shadows or dark conditions which gives them great advantage and prefer to hunt and attack undetected, ambushing their prey. Once it has attacked it will give off its frightful presence.
Strength Damage (Su): Any attack of a Shadow Hound deals 1d6+1 points of Strength damage to a living foe. A creature reduced to Strength 0 by a shadow dies. This is a negative energy effect.
Hunt Items of Power (Su): Living on the fringes of the plane of magic and the plane of Shadow, the Shadow hound has developed an uncanny ability to hunt magic items. It can use this ability at will and utilizes its survival skill plus one-half of its Search skill to track down magic items. The Shadow Hound can also use its keen scent ability to track magic items.
Keen Scent (Su): This special quality allows the Shadow Hound to detect approaching enemies, sniff out hidden foes, and track by sense of smell, including magic items (including scrolls and artifacts). Creatures with the scent ability can identify familiar odors just as humans do familiar sights. Familiar odors include any magic items including scrolls. Once it finds an item, it can examine the item as if it had detect magic on.
The creature can detect magic items within30 feet by sense of smell. If the magic item is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong magical items, such as major magic items or intelligent items, can be detected at twice the ranges noted above. Overpowering scents, such as artifacts, can be detected at triple normal range. When a creature detects a scent, the exact location of the source is not revealed—only its presence somewhere within range. The creature can take a move action to note the direction of the scent. Whenever the creature comes within 5 feet of the source, the creature pinpoints the source's location.
A creature with the Track feat and the scent ability can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the magic item's odor is. 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 effects of surface conditions and poor visibility.
Frightful Presence (Ex): This special quality makes the shadow hound's very presence unsettling to foes. It takes effect automatically when the creature performs some sort of dramatic action (such as charging, attacking, baying, or snarling). Opponents within range who witness the action may become frightened or shaken. Actions required to trigger the ability are given in the creature's descriptive text. The range is usually 30 feet, and the duration is usually 5d6 rounds. This ability affects only opponents with fewer Hit Dice or levels than the creature has. An affected opponent can resist the effects with a successful Will save (DC 17). An opponent that succeeds on the saving throw is immune to the Shadow Hound's frightful presence for 24 hours. Frightful presence is a mind-affecting fear effect.
Nuitari's Presence (Su): When the moon of Nuitari is full, the Shadow hound can add its full Search skill, instead of one-half its skill, to its attempt to track.
Shadow Blend (Su): In any condition of illumination other than full daylight, a Shadow Hound can disappear into the shadows, giving total concealment. Artificial illumination, even a light or continual flame spell, does not negate this ability. A daylight spell, however, will.
Create Shadow (Su): Any creature reduced to Strength 0 by a Shadow Hound becomes a shadow under the control of its killer within 1d4 rounds.
This item has been published here with permission from the author(s) and may not be reproduced without permission. This is a fan submission and its contents are completely unofficial. Some characters, places, likenesses and other names may be copyright Wizards of the Coast.