Hound of the Gloom (CR 9)
Large Aberration
Alignment: Usually neutral evil
Initiative: +2 (Dex); Senses: darkvision 60 ft., Listen +12, and Spot +12
Languages: understands Undercommon
AC: 24 (-1 size, +2 Dex, +13 natural), touch 11, flat-footed 22
Hit Dice: 12d8+84 (156 hp)
Fort +13, Ref +6, Will +11
Speed: 40 ft., climb 20 ft.
Space: 10 ft./5 ft. (10 ft. with tentacles)
Base Attack +9; Grapple +19
Attack: Bite +14 melee or tentacle rake +14 melee
Full Attack: Bite +14 melee and 2 claws +12 melee and 2 tentacle rakes +12 melee
Damage: Bite 2d6+6, 2 claws 1d6+3, tentacle rakes 1d6+3 plus poison
Special Attacks/Actions: Improved grab, poison, pounce
Abilities: Str 22, Dex 15, Con 24, Int 10, Wis 17, Cha 10
Special Qualities: -
Feats: Cleave; Combat Reflexes; Great Fortitude; Multiattack; Power Attack
Skills: Balance +6, Climb +18, Jump +18, Listen +12, Move Silently +6, and Spot +12
Advancement: 13-14 HD (Large); 15-36 HD (Huge)
Climate/Terrain: Underground
Organization: Solitary
Treasure/Possessions: None
Source:
Lords of Madness
Improved Grab (Ex): To use this ability, the hound must hit with a tentacle attack. It can then attempt to start a grapple as a free action without provoking attacks of opportunity.
Poison (Ex): Injury, Fortitude DC 23, initial and secondary damage 1d8 Dex. The save DC is Constitution-based.
Pounce (Ex): if a hound of the gloom charges a foe, it can make a full attack, including two tentacle attacks.
Skills: Hounds of the gloom have a +4 racial bonus on listen and Spot checks. They have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.
Hounds ambush victims by leaping directly into melee. They use their natural climbing ability to reach a point above their target, then leap down in a deadly pounce from above. The creatures attack with hire, foreclaws, and the two larger tentacles surrounding their heads, which are much longer than the others. These two tentacles have a reach of 10 feet and end in five-fingered hands that look almost identical to human hands, except they have strong, sharp claws instead of nails.
Once engaged, a hound uses its bite and claw attacks against a single foe. A target that withstands several blows or one that deals the hound a significant amount of damage is the target of the hound's poisoned hands.