Shade
Monster Junkie
Hound of Law
http://www.enworld.org/forum/genera...pecial-conversion-thread-will-o-wisps-11.html
Hound of Law
Tiny Aberration (Air, Lawful)
Hit Dice: 8d8+8 (44 hp)
Initiative: +9
Speed: Fly 50 ft. (perfect) (10 squares)
Armor Class: 21 (+2 size, +9 Dex), touch 21, flat-footed 12
Base Attack/Grapple: +6/–7
Attack: —
Full Attack: —
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: Air mastery, alternate form
Special Qualities: Astral tracking, blindsense 60 ft., darkvision 60 ft., ethereal jaunt, immunity to magic, natural invisibility, plane shift, scent
Saves: Fort +3, Ref +11, Will +9
Abilities: Str 1, Dex 29, Con 12, Int 9, Wis 16, Cha 12
Skills: Diplomacy +3, Hide +19, Move Silently +11, Search +4, Sense Motive +5, Survival +12 (+15 following tracks)*
Feats: Negotiator, Skill Focus (Survival), Stealthy, Track (B)
Environment: Any land
Organization: Solitary or pack (2–7)
Challenge Rating: 8
Treasure: None
Alignment: Always lawful, never evil
Advancement: 9–16 HD (Small)
Level Adjustment: —
This creature seems to be nothing more than a faintly luminous sphere that sheds no more light than a firefly.
A hound of law is a relative of the will-o’-wisp bred by the vaati, the wind dukes of Aaqa. The vaati use hounds of law as trackers, guards, and messengers. Hounds of law are found only in the company of vaati. They might be encountered anywhere that the vaati have interests. Lone hounds are nearly always performing some mission for their masters, at least one of whom will be nearby. The few hounds of law bred by vaati “wanderers” (the wendeam) are lawful good like their masters.
Hounds of law can assume the forms of mundane animals, allowing them to go about their missions unobtrusively. Hounds in animal form seem trim and muscular, but they can appear well-groomed, filthy, or anything in between. Preferred forms include common animals like dogs, hawks, horses, rats, and snakes, as well as more exotic animals such as elephants, panthers, and sharks.
Hounds of law are exemplary trackers, capable of tracking by both sight and sound, and able to even track teleporting creatures across the trackless wastes of the Astral Plane.
A hound of law's body is a globe of spongy material about 1 foot across and weighing about 1 pound, and its glowing body sheds as much light as a firefly.
Hounds of law speak Vaati, Auran, and Common. They have no vocal apparatus but can vibrate to create a buzzing voice.
COMBAT
Hounds of law possess no attacks in their natural form. Thus, they always assume an animal form best suited to the current battle. Hounds of law use their ethereal jaunt ability to gain the jump on opponents.
Air Mastery (Ex): Airborne creatures take a –1 penalty on attack and damage rolls against a hound of law.
Alternate Form (Su): A hound of law can assume the form of any animal of Huge size or smaller as a standard action. A hound of law can remain in its alternate form until it chooses to assume a new one or return to its natural form.
Astral Tracking (Su): A hound of law can attempt to track normally even through the featureless wastes of the Astral Plane (base DC 25). A hound of law can use this ability to track quarry that uses a teleportation spell to travel, by entering the Astral Plane at the departure point, following the trail of the teleportation through the Atral Plane, and returning to the plane of departure at its quarry's destination.
Ethereal Jaunt (Su): A hound of law can shift from the Ethereal Plane to the Material Plane as a free action, and shift back again as a move action. The ability is otherwise identical with the ethereal jaunt spell (caster level 15th).
Immunity to Magic (Ex): A hound of law is immune to most spells or spell-like abilities that allow spell resistance, except magic missile, maze, and those with the chaotic descriptor.
Natural Invisibility (Ex): A hound of law can extinguish its glow, effectively becoming invisible (as the spell).
Plane Shift (Sp): A hound of law can travel from the Astral Plane to any plane that borders the Astral Plane and back again. This ability is similar to a plane shift spell, except that the hound of law can transport itself only and it chooses its destination with pinpoint accuracy.
Skills: *Hounds of law have a +4 racial bonus on Survival checks when tracking by scent.
Originally appeared in Rod of Seven Parts (1996).
http://www.enworld.org/forum/genera...pecial-conversion-thread-will-o-wisps-11.html
Hound of Law
Tiny Aberration (Air, Lawful)
Hit Dice: 8d8+8 (44 hp)
Initiative: +9
Speed: Fly 50 ft. (perfect) (10 squares)
Armor Class: 21 (+2 size, +9 Dex), touch 21, flat-footed 12
Base Attack/Grapple: +6/–7
Attack: —
Full Attack: —
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: Air mastery, alternate form
Special Qualities: Astral tracking, blindsense 60 ft., darkvision 60 ft., ethereal jaunt, immunity to magic, natural invisibility, plane shift, scent
Saves: Fort +3, Ref +11, Will +9
Abilities: Str 1, Dex 29, Con 12, Int 9, Wis 16, Cha 12
Skills: Diplomacy +3, Hide +19, Move Silently +11, Search +4, Sense Motive +5, Survival +12 (+15 following tracks)*
Feats: Negotiator, Skill Focus (Survival), Stealthy, Track (B)
Environment: Any land
Organization: Solitary or pack (2–7)
Challenge Rating: 8
Treasure: None
Alignment: Always lawful, never evil
Advancement: 9–16 HD (Small)
Level Adjustment: —
This creature seems to be nothing more than a faintly luminous sphere that sheds no more light than a firefly.
A hound of law is a relative of the will-o’-wisp bred by the vaati, the wind dukes of Aaqa. The vaati use hounds of law as trackers, guards, and messengers. Hounds of law are found only in the company of vaati. They might be encountered anywhere that the vaati have interests. Lone hounds are nearly always performing some mission for their masters, at least one of whom will be nearby. The few hounds of law bred by vaati “wanderers” (the wendeam) are lawful good like their masters.
Hounds of law can assume the forms of mundane animals, allowing them to go about their missions unobtrusively. Hounds in animal form seem trim and muscular, but they can appear well-groomed, filthy, or anything in between. Preferred forms include common animals like dogs, hawks, horses, rats, and snakes, as well as more exotic animals such as elephants, panthers, and sharks.
Hounds of law are exemplary trackers, capable of tracking by both sight and sound, and able to even track teleporting creatures across the trackless wastes of the Astral Plane.
A hound of law's body is a globe of spongy material about 1 foot across and weighing about 1 pound, and its glowing body sheds as much light as a firefly.
Hounds of law speak Vaati, Auran, and Common. They have no vocal apparatus but can vibrate to create a buzzing voice.
COMBAT
Hounds of law possess no attacks in their natural form. Thus, they always assume an animal form best suited to the current battle. Hounds of law use their ethereal jaunt ability to gain the jump on opponents.
Air Mastery (Ex): Airborne creatures take a –1 penalty on attack and damage rolls against a hound of law.
Alternate Form (Su): A hound of law can assume the form of any animal of Huge size or smaller as a standard action. A hound of law can remain in its alternate form until it chooses to assume a new one or return to its natural form.
Astral Tracking (Su): A hound of law can attempt to track normally even through the featureless wastes of the Astral Plane (base DC 25). A hound of law can use this ability to track quarry that uses a teleportation spell to travel, by entering the Astral Plane at the departure point, following the trail of the teleportation through the Atral Plane, and returning to the plane of departure at its quarry's destination.
Ethereal Jaunt (Su): A hound of law can shift from the Ethereal Plane to the Material Plane as a free action, and shift back again as a move action. The ability is otherwise identical with the ethereal jaunt spell (caster level 15th).
Immunity to Magic (Ex): A hound of law is immune to most spells or spell-like abilities that allow spell resistance, except magic missile, maze, and those with the chaotic descriptor.
Natural Invisibility (Ex): A hound of law can extinguish its glow, effectively becoming invisible (as the spell).
Plane Shift (Sp): A hound of law can travel from the Astral Plane to any plane that borders the Astral Plane and back again. This ability is similar to a plane shift spell, except that the hound of law can transport itself only and it chooses its destination with pinpoint accuracy.
Skills: *Hounds of law have a +4 racial bonus on Survival checks when tracking by scent.
Originally appeared in Rod of Seven Parts (1996).
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