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Hound of Tindalos, “The Hunters Beyond Time”

Hound of Tindalos
Create (midjourney.com)

The Hounds of Tindalos are mysterious, extradimensional predators first introduced by Frank Belknap Long in his 1929 story “The Hounds of Tindalos”. They originate from beyond conventional space and time, existing in angular, non-Euclidean dimensions.

Appearance:

The Hounds are described as gaunt, long-limbed quadrupeds with soulless eyes and a toothy maw. Their exact physical form remains elusive, seen only fleetingly, leading to uncertainty about whether they even have stable, corporeal bodies.They move with an unnatural predatory grace, further emphasizing their alien nature.

Behavior:

Hounds are silent, cunning hunters, pursuing their prey relentlessly across time and dimensions. They are drawn to individuals who disturb the fabric of reality, especially time travelers or those who use teleportation carelessly. Though they possess intelligence, they show no interest in communicating with mortals and seem driven purely by instinctual malice.

Habitat:

The Hounds inhabit the far reaches of time and space, in realms composed of sharp angles where the linear flow of time is irrelevant. They can only enter the physical world through angular structures—corners or sharp edges—since they are unable to move through curves or open spaces. This dependence on geometry defines their method of crossing dimensions.

Modus Operandi:

The Hounds track their targets through the “angles of time”, a concept unique to them. Once they locate a victim, they enter reality via nearby angles and attack swiftly. Their abilities include teleportation and dimensional shifting, allowing them to appear suddenly and move effortlessly between planes, making them nearly impossible to escape. They can also harm through a supernatural ripping gaze, which tears into their victim from a distance.

Motivation:

The motivation of the Hounds remains cryptic, though they seem to act as cosmic enforcers, punishing those who meddle with the natural order of time and space. They are driven by an almost instinctual need to hunt those who violate the sanctity of time, preying on anyone who gains forbidden knowledge or engages in time travel. Their existence may be tied to maintaining the stability of the multiverse, attacking anything that disrupts it.


  • Hound of Tindalos 5e
  • Hound of Tindalos Pathfinder
Hound of Tindalos
Create (midjourney.com)

Medium Aberration, Neutral Evil


Armor Class 17 (Natural Armor)
Hit Points 102 (15d8 + 30)
Speed 50 ft., climb 30 ft.


STRDEXCONINTWISCHA
16 (+3)21 (+5)14 (+2)3 (-4)14 (+2)6 (-2)

Saving Throws Dex +9, Wis +6
Skills Perception +10, Stealth +9, Insight +6
Damage Resistances Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Frightened, Paralyzed
Senses Darkvision 120 ft., Passive Perception 20
Languages Understands Aklo but cannot speak
Challenge 7 (2,900 XP)
Proficiency Bonus +3


Traits

  • Angled Entry. The Hound can move through any space that has a corner or angle. It can use its Teleport ability to enter or exit the material plane only through sharp angles, such as the corner of a wall or the edge of a doorway.
  • Otherworldly Mind. Any non-aberration creature attempting to read the Hound’s thoughts or communicate telepathically takes 7 (2d6) psychic damage and must succeed on a DC 15 Wisdom saving throw or be confused for 1 minute (as per the Confusion spell).
  • Keen Smell. The Hound has advantage on Wisdom (Perception) checks that rely on smell.

Actions

  • Multiattack. The Hound makes three attacks: one with its bite and two with its claws.
  • Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
    Hit: 18 (2d10 + 5) piercing damage.
  • Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
    Hit: 10 (2d6 + 3) slashing damage.
  • Ripping Gaze (Recharge 5-6). The Hound targets one creature it can see within 60 feet of it. The target must make a DC 15 Dexterity saving throw. On a failed save, the target takes 22 (4d10) slashing damage and is blinded until the end of its next turn. On a successful save, the target takes half damage and is not blinded.
  • Teleport. The Hound can teleport up to 60 feet to an unoccupied space it can see that is adjacent to a corner or sharp angle. This action can be taken as a bonus action.

Legendary Actions (Optional)

The Hound of Tindalos can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The Hound regains spent legendary actions at the start of its turn.

  • Teleport. The Hound uses its Teleport ability.
  • Ripping Gaze (Costs 2 Actions). The Hound uses its Ripping Gaze ability.
  • Howl of Madness (Costs 3 Actions). The Hound emits a chilling howl. Each creature within 30 feet that can hear it must succeed on a DC 15 Wisdom saving throw or be frightened until the end of the Hound’s next turn.

Tactics

  • Stealthy Approach. The Hound of Tindalos uses its high Dexterity to remain hidden and ambush unsuspecting prey. It often hides in shadows or behind corners to gain advantage on its first attack.
  • Targeting Time Travelers. The Hound prioritizes creatures that have used time-altering abilities or that it senses have altered reality, attacking swiftly to incapacitate them.
  • Using Angles to Its Advantage. The Hound utilizes its Angled Entry trait to teleport around the battlefield, making it difficult for enemies to predict its movements. It can appear suddenly and strike from unexpected angles.
  • Retreat and Regroup. If the Hound takes significant damage, it will use its Teleport ability to escape and reposition itself for a more advantageous strike.

Environment

The Hound of Tindalos typically dwells in ancient ruins, twisted landscapes, or non-Euclidean dimensions, characterized by sharp angles and bizarre architecture. Its lair is often filled with strange carvings and remnants of its past victims, hinting at its horrifying history.

“They are lean and athirst!” he shrieked… “All the evil in the universe was concentrated in their lean, hungry bodies. Or had they bodies? I saw them only for a moment, I cannot be certain.”

Frank Belknap Long, “The Hounds of Tindalos”
By Rodrigue pellaud - Own work, CC BY-SA 3.0, https://commons.wikimedia.org/w/index.php?curid=16827113, Hound of Tindalos
By Rodrigue pellaud – Own work, CC BY-SA 3.0, https://commons.wikimedia.org/w/index.php?curid=16827113

[This content was created for the Pathfinder rules by Paizo Publishing LLC and is part of the Pathfinder RPG product line.]

Source: Pathfinder d20pfsrd.com

This gaunt, long-limbed quadruped has huge, soulless eyes and a toothy maw. The lean creature moves with a predatory grace.

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.

A Hound of Tindalos is a fictional creature created by Frank Belknap Long for the Cthulhu Mythos of H. P. Lovecraft. They first appeared in Long’s short story “The Hounds of Tindalos” (1931). Lovecraft mentions the creatures in his short story “The Whisperer in Darkness” (1931).

Hound of Tindalos CR 7
XP 3,200

NE Medium outsider (evil, extraplanar)

Init +9; Senses Darkvision 120 ft.; Perception +18
DEFENSE
AC 20, touch 15, flat-footed 15 (+5 Dexterity, +5 natural)

hp 85 (10d10+30)

Fort +10, Ref +12, Will +8

DR 10/magic; Immune mind-affecting effects, poison
OFFENSE
Speed 40 ft.

Melee bite +15 (2d6+3), 2 claws +15 (1d8+3)

Special Attacks ripping gaze

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)
STATISTICS
Strength 17, Dexterity 21, Constitution 16, Intelligence 16, Wisdom 21, Charisma 16

Base Atk +10; CMB +13; CMD 28 (32 vs. trip)

Feats Blind-Fight, Combat Reflexes, Improved Initiative, Vital Strike, Weapon Finesse

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

Languages Aklo

SQ angled entry, otherworldly mind
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.
ECOLOGY
Environment any

Organization solitary or pack (2-12)

Treasure none

Section 15: Copyright Notice – Bestiary 2

Pathfinder Roleplaying Game Bestiary 2, © 2010, Paizo Publishing, LLC; Authors Wolfgang Baur, Jason Bulmahn, Adam Daigle, Graeme Davis, Crystal Frasier, Joshua J. Frost, Tim Hitchcock, Brandon Hodge, James Jacobs, Steve Kenson, Hal MacLean, Martin Mason, Rob McCreary, Erik Mona, Jason Nelson, Patrick Renie, Sean K Reynolds, F. Wesley Schneider, Owen K.C. Stephens, James L. Sutter, Russ Taylor, and Greg A. Vaughan, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.

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