Hound of Tindalos — Hunter Through the Angles

A lean otherworldly Hound of Tindalos emerging from the sharp corner of an ancient stone chamber.

An extradimensional predator that enters reality through fixed angles and hunts creatures that meddle too freely with time, teleportation and forbidden dimensions.

A Hound of Tindalos is not simply a strange animal from another plane. It moves through geometry itself. Corners, wall-junctions and sharp architectural angles provide openings through which the creature can enter, vanish and reappear. Curved rooms and open spaces deny it the same freedom.

At a Glance

IdentityExtradimensional hunter that travels through fixed angles.
Size & typeMedium Aberration in modern compatibility rules; Medium Outsider in PF1e and 3.5e.
TemperamentRelentless, intelligent, cruel and almost impossible to distract once it chooses prey.
Combat roleTeleporting skirmisher with gaze pressure and pursuit magic.
Signature powersAngled Entry, Ripping Gaze, dimensional pursuit and an alien mind hostile to telepathy.
Favoured preyTime travellers, reckless teleporters, diviners and creatures that disturb dimensional boundaries.
HabitatBeyond conventional space; manifests through corners and angles in the physical world.
CR by edition5.5e: 7 · 5e: 7 · PF1e: 7 · 3.5e: 7.

Run It Tonight

The hound should first appear as geometry behaving incorrectly. Frost gathers in one corner. A shadow has depth it should not possess. Then the creature steps out of the angle. If the party flees through ordinary rooms, it follows; if they reach a truly curved chamber or open ground, they finally gain breathing room.

Rules by Edition







Hound of Tindalos

Medium Aberration, typically Neutral Evil

AC 17; Initiative +5 (15)
HP 102 (12d8 + 48)
Speed 40 ft.

STR
17 (+3)
DEX
20 (+5)
CON
18 (+4)
INT
16 (+3)
WIS
18 (+4)
CHA
16 (+3)

Saving Throws Dex +8, Wis +7
Skills Perception +10, Stealth +8, Survival +7
Resistances Psychic; Bludgeoning, Piercing and Slashing from nonmagical attacks
Immunities Charmed, Frightened
Senses Darkvision 120 ft.; Passive Perception 20
Languages understands Aklo but doesn’t speak
CR 7 (2,900 XP); PB +3

Traits

Angled Entry. The hound can use dimensional movement only if the departure and destination spaces are adjacent to fixed corners or sharp angles formed by substantial structures. Curved architecture and open spaces do not qualify.

Otherworldly Mind. A creature that attempts to read the hound’s thoughts or communicate with it telepathically takes 10 (3d6) Psychic damage and must succeed on a DC 15 Wisdom saving throw or have the Confused condition until the end of its next turn.

Dimensional Scent. The hound knows when a creature within 120 feet teleports or shifts between planes and knows the direction of the destination for 1 minute.

Actions

Multiattack. The hound makes one Bite and two Claw attacks.

Bite. Melee Attack Roll: +8, reach 5 ft. Hit: 16 (2d10 + 5) Piercing damage.

Claw. Melee Attack Roll: +8, reach 5 ft. Hit: 10 (1d10 + 5) Slashing damage.

Ripping Gaze (Recharge 5–6). One creature the hound can see within 30 feet makes a DC 15 Constitution saving throw. On a failure, invisible dimensional forces tear the target for 27 (6d8) Slashing damage. On a success, it takes half damage. A creature that succeeds is immune to that hound’s Ripping Gaze until the start of the hound’s next turn.

Bonus Action

Step Through the Angle. The hound teleports up to 60 feet to an unoccupied space that satisfies Angled Entry.

Limited Planar Passage (3/Day)

Outside immediate melee, the hound can shift itself between adjacent planes or dimensional layers, but both departure and arrival must satisfy Angled Entry.

Hound of Tindalos

A Hound of Tindalos prowling through impossible angular architecture.

Medium aberration, neutral evil

Armor Class 17 (natural armor)
Hit Points 102 (12d8 + 48)
Speed 40 ft.

STR
17 (+3)
DEX
20 (+5)
CON
18 (+4)
INT
16 (+3)
WIS
18 (+4)
CHA
16 (+3)

Saving Throws Dex +8, Wis +7
Skills Perception +10, Stealth +8, Survival +7
Damage Resistances psychic; bludgeoning, piercing and slashing from nonmagical attacks
Condition Immunities charmed, frightened
Senses darkvision 120 ft., passive Perception 20
Languages understands Aklo
Challenge 7 (2,900 XP)

Traits

Angled Entry. Dimensional movement requires fixed corners or sharp angles at both ends of the journey.

Otherworldly Mind. A non-aberration that attempts telepathic contact or thought-reading takes 10 (3d6) psychic damage and must succeed on a DC 15 Wisdom saving throw or become confused until the end of its next turn.

Actions

Multiattack. The hound makes one bite and two claw attacks.

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) piercing damage.

Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) slashing damage.

Ripping Gaze (Recharge 5–6). One creature within 30 feet must succeed on a DC 15 Constitution saving throw or take 27 (6d8) slashing damage, or half damage on a success.

Bonus Action

Angled Step. The hound teleports up to 60 feet between qualifying corners or fixed angles.

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 Dex, +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, haste, slow

Statistics

Str 17, Dex 21, Con 16, Int 16, Wis 21, Cha 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, Intimidate +16, Knowledge (arcana) +16, Knowledge (planes) +16, Perception +18, Sense Motive +18, Stealth +18, Survival +18
Languages Aklo
SQ angled entry, otherworldly mind

Special Abilities

Angled Entry (Su). Once per round as a swift action, the hound can use greater teleport on itself; 3/day it can use plane shift on itself. Destination and departure points must be adjacent to fixed corners or angles in substantial physical structures. Curved architecture and open outdoor environments cannot be used.

Otherworldly Mind (Ex). A non-outsider that attempts telepathic contact or thought-reading takes 5d6 nonlethal damage and must succeed on a DC 18 Will save or become confused for 2d4 rounds.

Ripping Gaze (Su). 30 feet; Fortitude DC 18 negates; failure deals 5d6 slashing damage. A creature that succeeds is immune to that hound’s gaze for 24 hours.

Ecology

Environment any
Organization solitary or pack (2–12)
Treasure none

Hound of Tindalos

Medium Outsider (Evil, Extraplanar)

Hit Dice 10d8+30 (75 hp)
Initiative +9
Speed 40 ft. (8 squares)
Armor Class 20 (+5 Dex, +5 natural), touch 15, flat-footed 15
Base Attack/Grapple +10/+13
Attack bite +15 melee (2d6+3)
Full Attack bite +15 melee (2d6+3) and 2 claws +15 melee (1d8+3)
Special Attacks ripping gaze, spell-like abilities
Special Qualities angled entry, darkvision 120 ft., DR 10/magic, mind-affecting immunity, otherworldly mind, poison immunity
Saves Fort +10, Ref +12, Will +8
Abilities Str 17, Dex 21, Con 16, Int 16, Wis 21, Cha 16
Skills Hide +18, Knowledge (the planes) +16, Listen +18, Move Silently +18, Sense Motive +18, Spot +18, Survival +18
Feats Blind-Fight, Combat Reflexes, Improved Initiative, Vital Strike, Weapon Finesse
Environment extraplanar
Organization solitary or pack (2–12)
Challenge Rating 7
Treasure none
Alignment usually neutral evil

Compatibility Note

This 3.5e block converts the open Pathfinder chassis into 3.5e terminology.

Behaviour

Hounds of Tindalos are patient hunters rather than territorial beasts. They can wait outside ordinary time, appearing only when a target reaches a place rich in angles. Once they have chosen prey, distance alone provides little protection.

They show intelligence but little interest in conversation. What matters is pursuit, observation and exploiting the geometry around the victim.

Signs Before Initiative

  • One corner of a room appears deeper than the walls allow.
  • Fog leaks from a wall-junction with no source.
  • A teleporter repeatedly feels watched immediately after arriving.
  • Scratches begin at a corner but do not continue across the floor.
  • A creature vanishes from a sealed room whose walls meet at sharp angles.
  • Curved chambers remain untouched while angular rooms show signs of intrusion.

If Violence Starts

The hound never fights as though walls can contain it. It attacks, uses a corner to reposition, then strikes from a direction the party thought secure. Ripping Gaze punishes anyone who remains exposed while melee attacks pressure isolated targets.

Counterplay

Geometry is the answer. Open ground, circular chambers and deliberately rounded architecture deny Angled Entry. Temporary cloth corners and handheld objects are not enough in the PF tradition; the angle must be part of substantial fixed surroundings.

Teleportation can make the problem worse by giving the hound more dimensional disturbance to follow. When escape is necessary, a curved safe room is often better than another teleport.

Angles, Time and Pursuit

Hounds are especially attracted to creatures that disturb normal dimensional paths: time travellers, reckless teleporters, planar explorers and diviners who look too deeply into events outside their own moment. Whether they act as cosmic enforcers or simply hunt the trail such magic leaves behind is unknown.

Using a Hound of Tindalos in an Encounter

The circular refuge. An eccentric wizard built one perfectly round room inside an otherwise angular tower and refuses to explain why.

The returning traveller. Someone who vanished for a few minutes returns from a journey through time with a hound already following them.

The wrong teleport. A routine magical journey succeeds, but the destination room gains an impossible extra corner.

The abandoned observatory. Every room is torn apart except the domed chamber at the centre.

Related Creatures and Magic

Compare the Hound with other dimensional predators in the Outsider Bestiary, or explore teleportation and planar movement through the wider Magic archive.

Rules Sources and Licensing

The Pathfinder 1e Hound of Tindalos derives from Pathfinder Roleplaying Game Bestiary 2, © 2010 Paizo Publishing, LLC, and provides the open mechanical anchor for this page.

The 5.5e/2024 and 5e/2014 panels are original compatibility adaptations. The D&D 3.5e block translates the open Pathfinder chassis into 3.5e terminology. Literary description is newly written rather than reproducing source passages.

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