A blessing on four legs

You've seen one of these in every movie. Now introduce them into your campaign ;)

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Miracle Dog

Small Magical Beast (good, extraplanar)
Hit Dice: 3d10+10 (25)
Initiative: +3
Speed: 60 ft. (12 squares)
AC: 17 (+3 dex, +3 natural, +1 size), touch 15, flat-footed 14
BAB/Grapple: +3/+1
Space/Reach: 5 ft./5 ft.
Attack: Bite +5 melee (1d4+3)
Full attack: Bite +5 melee (1d4+3)
Special Attacks: Trip
Special Qualities: Damage Reduction 5/evil, Darkvision 60 ft., Detect Hostile Intent, Empathy, Fast Healing 2, Healing Tongue, Inspire Courage, Lowlight vision, Ressurection, Scent
Saves: Fort +8, Ref +4, Will +6
Abilities: Str 15, Dex 17, Con 20, Int 4, Wis 16, Cha 19
Skills: Diplomacy +7, Jump +6, Listen +8, Spot +8, Survival +1*
Feats: Alertness, Diehard(B), Run, Track(B)
Environment: Any Land
Organization: Solitary
CR: 4
Alignment: Neutral Good
Treasure: None
Advancement: --
Level Adjustment: --

Everyone has heard of a dog who is miraculously there to pull a child from a fire, the freezing waters of an icy pond, or perform many other acts of heroism. They will then stay with the child, guarding and comforting, whom almost always miraculously recovers.

Miracle dogs appear like any other dog, and though not a strict rule, tend to resemble rangy mutts with gentle, intelligent eyes. These beasts roam all about, giving aid and comfort to those they can. They seem to have a particular softness for children and the elderly, but will aid nigh any. They will stay until their charge is well, and then disapear, seeking out another in need.

Miracle Dogs can only speak canine, but understands all languages.

Combat:
Miracle Dogs try to avoid conflict at all costs unless they see cruelty or harm being directed at another for malicious reasons. The dog will then attempt to trip their opponent up and direct their attention away from their former victim.

Detect Hostile Intent (Ps):
A miracle dog is always aware of the presence of any creatures with hostile intent within 30 feet of itself, and their direction from it (but not their specific location). The power detects active aggression, as opposed to vigilance. In addition, the miracle dog cannot be surprised or caught flatfooted by creatures that are susceptible to mind-affecting powers. While under the effect of this power, it can make Sense Motive checks as a free action against anyone within 30 feet.

Empathy (Ps):
A miracle dog can sense the emotions of others within 200 ft. though cannot locate the exact source until within 5 ft. Particularly strong emotions of fear or sadness can be sensed up to a mile away, which attracts the miracle dog's attention immediately.

Healing Tongue (Su):
The saliva of a miracle dog has regenerative properties. Three times per day the dog may lick the wounds of others, healing 1d8+4 points of damage and curing illness as if using the Cure Light Wounds and Remove Disease spell. As well, anyone whom is unconscious when licked gets a new saving throw against any spells that rendered it unconscious. If the victim is unconscious from any type of ability loss that ability raises to the lowest neccessary to allow awakening.

Inspire Courage (Su):
The mere presence of a miracle dog inspires courages in his friends, bolstering them against fear and improving their combat abilities. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 morale bonus on attack and weapon damage rolls. The charge of the miracle dog gets a +4 morale bonus on saving throws against charm and fear effects and a +2 morale bonus on attack and weapon damage rolls.

Ressurection (Su):
In most cases, it’s difficult to destroy a miracle dog through simple combat: The deceased dog will often restore itself to life in 2d4 days. Even the most powerful spells are usually only temporary solutions. A miracle dog that would otherwise be dead returns to the place of its death with a successful check (1d20 + 6) against DC 16. Miracle Dogs can only be truley killed by evil rituals performed to destroy or capture its spirit.

Spell-like abilities:
At will/Comprehend Languages, Detect Good; 1/week Restoration.

Trip (Ex): A miracle dog that hits with a bite attack can attempt to trip the opponent (+1 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the dog.

Skills: Dogs have a +4 racial bonus on Jump checks. *Dogs have a +4 racial bonus on Survival checks when tracking by scent.
 
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