Apokoliptian Cyber-Hound
Originally Posted by Kain Darkwind of the Dicefreaks forums.
Apokoliptian Cyber-Hound | |
Medium outsider (Augmented Animal, Evil, Lawful) | |
Wounds | 25 WP, 95 VP (8d8+56) |
Initiative | +7 |
Speed | 50 ft. |
AC | 27 (+7 Dexterity, +10 natural) touch 17, flat footed 20 |
Base Attack/Grapple | +8/+17 |
Attack | Bite +20 melee (1d8 + 15) |
Full Attack | Bite +20/+15 melee (1d8 + 15) |
Space/Reach | 5 ft./5 ft. |
Special Attacks | Maul,trip |
Special Qualities | Cybernetic enhancement, damage reduction 5/good, evasion, Spell Resistance 10 |
Saves | Fort +13, Ref +13, Will +6 |
Abilities | Strength 28, Dexterity 25, Constitution 25, Intelligence 2, Wisdom 11, Charisma 6 |
Skills | Jump +17, Listen +11, Move Silently +12, Spot +11, Survival+9 |
Feats | Leap Attack, Power Attack, Run*, Track*, Weapon Focus (bite) |
Climate/Terrain | Apokolips |
Organization | Solitary, pair, or pack (3-10) with Artimiz. |
Challenge Rating | 9 |
Treasure | None |
Alignment | Lawful Evil |
Maul: If a creature goes prone for any reason within an area threatened by a cyber-hound, the hound gains an immediate attack on them as a free action. This deals 2d8+30 points of damage.
Trip: If a cyber-hound hits with its bite attack, it can attempt to trip the opponent (+9 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 cyber-hound
Cybernetic Enhancement: Cyber-hounds are immune to mind-affecting effects, and possess fortification 50%, negating many sneak attacks and critical hits.
Their bite attacks have a +2 enhancement to attacks and damage.