Harrow Hound

Nellisir

Hero
HARROW HOUND
Large Magical Beast (Sonic)
Hit Dice: 8d10 + 32 (76 hp)
Initiative: +2 (+2 dexterity)
Speed: 50 feet
AC: 15 (-1 size, +2 dexterity, +4 natural)
Attacks: two bites +15 melee (-1 size, +8 base, +7 strength, +1 weapon focus)
Damage: bite 1d8+10
Face/Reach: 5 ft. x 10 ft./5 ft.
Special Attacks: Trip, Bark
Special Qualities: Darkvision 90 ft., Scent, Sonic Immunity
Saves: Fort +10, Ref +8, Will +2
Abilities: Str 25, Dex 14, Con 19, Int 5, Wis 10, Chr 14
Skills: Hide +5, Listen +8, Move Silently +5, Search +0, Spot +3*, Wilderness Lore +2*
Feats: Alertness, Weapon Focus (bite)
Climate/Terrain: Any land and underground.
Organization: Solitary or pack (2-8)
Challenge Rating: 6
Treasure: Standard
Alignment: Usually evil
Advancement: 7-18 HD (Large)

Harrow hounds are large, two-headed dogs with a thunderous bark. They stand five feet tall at the shoulder, with massive heads the size of barrels. They have shaggy, dark fur, bent ears, and jowls. They are domesticable when very young, but strong-willed once mature. They willingly serve evil masters if given a large measure of freedom and food.

COMBAT
Trip: A harrow hound that hits with a bite attack can attempt to trip an opponent as a free action without making a touch attack or provoking an attack of opportunity. It the attack fails, the opponent cannot react to trip the harrow hound.

Bark (Su): The harrow hound’s thunderous bark can stun or deafen opponents. All creatures within a 30’ burst must succeed at a Fortitude save (DC 16) or be stunned for 1d4 rounds. The harrow hound can bark once per round per head, in place of biting with that head. If both heads bark at once, victims make only a single save, but the DC increases to 18 (10 + ½ HD + Chr mod x 2).

Sonic Immunity (Ex): Harrow hounds are immune to non-damage effects of sonic attacks, and have sonic resistance 20 to damage effects.

Skills: Harrow hounds receive a +3 racial bonus to Hide and Move Silently checks. *They also receive a +10 racial bonus to Spot checks and Wilderness Lore checks when tracking by scent, due to their double noses and keen sense of smell.
***********************

Incidently, does anyone know if the Scent ability is described in the SRD anywhere?

Thanks
Nell.

/Edited skill points/
 
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bark dc should be 18, and he should have 8 more skill points, but thats all i can see wrong. this reminds me of a sonic mini-cerebus. sort of. not really, but it's still cool!:D
 

pyrobob said:
bark dc should be 18, and he should have 8 more skill points, but thats all i can see wrong. this reminds me of a sonic mini-cerebus. sort of. not really, but it's still cool!:D

Why do you think Bark DC should be 18? I get 16 (10+(1/2 HD=4)4+ (Chr Mod=+2)2=16. The destrachan's destructive harmonics use a Charisma modifier to establish DC (15).

I forgot to add skill points at all...he should have 16 more. I'll try and edit that.

Thanks for the comment! I'm very fond of them.
:-)
Nell.
 

Here's the skill breakdown if anyone's curious.

Skill points = 2 x Int(5)=10+1/EHD (8HD-2HD=6)=16

Hide +2 Dex +3 racial
Listen +0 Wis +8 skill
Move Silently +2 Dex +3 racial
Search -3 Int +3 skill
Spot +0 Wis +3 skill
Wilderness Lore +0 Wis +2 skill

Cheers
Nell.
 

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