Advertisement Create a free account

Pathfinder

Compendium

Type to search for a spell, item, class — anything!

Hound of Tindalos

Edit Page Content

Hounds of Tindalos are otherworldly predators from beyond the bounds of known reality, usually appearing only when summoned by reckless spellcasters. Little is known about their nature outside of blood-spattered notes and deranged writings of the nearly insane survivors of their attacks. Although possessed of great cunning and cruel intellect, the hounds show no evidence of understanding or communicating with mortals. They enter the physical world on their own in pursuit of those who have trodden too much the netherways beyond time and reality—time travelers (be it physical travel or simply divinatory glimpses forward or backward in time) and creatures that Teleport without regard to how this Movement impacts subtle magical currents in the multiverse particularly draw their interest.

Special Abilities

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.

Attributes

AC
20, Touch 15, Flat-footed 15 (+5 Dex, +5 Natural)
Alignment
Ne
Base Atk
+10
CMB
+13
CMD
28 (32 Vs. Trip)
CR
7
Cha
16
Con
16
Creature Type
Outsider (Evil, Extraplanar)
DR
10/magic
Dex
21
Environment
Any
Feats
Blind-fight , Combat Reflexes , Improved Initiative , Vital Strike , Weapon Finesse
Fort
+10
HP
85 (10d10+30)
Immune
Mind-affecting Effects, Poison
Init
Ne Medium Outsider ( Evil , Extraplanar ) +9
Int
16
Languages
Aklo
Melee
Bite +15 (2d6+3), 2 Claws +15 (1d8+3)
Organization
Solitary Or Pack (212)
Ref
+12
SQ
Angled Entry, Otherworldly Mind
Senses
Darkvision 120 Ft.; Perception +18
Size
Medium
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
Special Attacks
Ripping Gaze
Speed
40 Ft.
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
Treasure
None
Will
+8
Wis
21
XP
3,200
Advertisement Create a free account