Moon Dog (CR 12)

Medium Outsider (Extraplanar and Good)
Alignment: Always neutral good
Initiative: +6 (+2 Dex, +4 Improved Initiative); Senses: keen senses, scent, Listen +17, and Spot +17
Languages: Telepathy 50 ft.


AC: 20 (+2 Dex, +7 natural, +1 deflection), touch 13, flat-footed 18
Hit Dice: 9d8+9 (49 hp); DR: 10/cold iron or evil
Fort +9, Ref +10, Will +11
Speed: 50 ft.
Space: 5 ft./5 ft.
Base Attack +9; Grapple +12
Attack: Bite +12 melee
Full Attack: Bite +12 melee
Damage: Bite 1d8+4
Special Attacks/Actions: Bark, bay, howl, soothing ministrations, spell-like abilities, whine
Abilities: Str 16, Dex 15, Con 12, Int 15, Wis 16, Cha 17
Special Qualities: improved evasion, luck, shadow pattern, speak with canines, SR 23 (27 against evil spells and spells cast by evil outsiders)
Feats: Alertness; Dodge; Exalted Spell Resistance; Improved Initiative
Skills: Balance +4, Concentration +13, Diplomacy +17, Hide +18, Intimidate +15, Jump +15, Knowledge (the planes) +14, Listen +17, Move Silently +18, Sense Motive +15, Spot +17, Survival +3 (+5 on other planes), and Tumble +4
Advancement: 10-13 HD (Medium); 14-27 HD (Large)
Climate/Terrain: Blessed Fields of Elysium
Organization: Solitary or pack (2-8)
Treasure/Possessions: None

Source: Book of Exalted Deeds

Bark (Su): When a moon dog barks, as a standard action, it creates a dispel evil effect as cast by a 12th-level cleric. The save DC is Charisma-based.

Bay (Su): A moon dog can bay as a standard action. Its baying as the effect of a fear spell cast by a 12th-level sorcerer (Will save DC 17), but it affects only evil creatures within an 80-foot radius of the moon dog. A creature that makes a successful Will save is immune to that particular moon dog's baying for 24 hours. This is a sonic, mind-affecting effect. The save DC is Charisma-based.

Howl (Su): When a moon dog howls, evil creatures within 40 feet of the moon dog take 1d4+4 points of damage per round, in addition to the fear effect of its baying. Evil extraplanar creatures within 40 feet of a howling moon dog are targeted by a dismissal effect as cast by a 12th-level caster. If more than one moon dog is howling within 40 feet of such a creature, the creature receives only one saving throw, and the effective caster level of the dismissal effect is increased by +2 for each additional moon dog beyond the first.

Soothing Ministrations (Su): By licking a wound, a moon dog can create any of the following effects, one time each per individual per day: cure light wounds, remove disease, and slow poison. The moon dog's caster level is 12th.

Spell-Like Abilities: Always active - arcane sight, blessed sight, detect snares and pits, see invisibility; at will astral projection (self only), dancing lights, darkness, ethereal jaunt, fog cloud, greater invisibility (DC 17), light, nondetection (DC 16); 3/day - change self, mirror image; 1/day - greater shadow conjuration (DC 20). Caster level 12th. The save DCs are Charisma-based.

Whine (Su): A moon dog can whine as a standard action to automatically dispel any illusion effect within 50 feet.

Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a moon dog takes no damage if it makes a successful saving throw and half damage if the saving throw fails.

Keen Senses (Ex): A moon dog sees four times as well as a human in low-light conditions and twice as well in normal light. It also has darkvision with a range of 60 feet.

Luck (Su): A moon dog receives a +2 luck bonus on all saving throws (reflected in the statistics above).

Scent (Ex): A moon dog can detect approaching enemies, sniff out hidden foes, and track by sense of smell.

Shadow Pattern (Su): When in shadowy light, a moon dog can move itself and manipulate the shadows around itself to create a special shadow pattern. Creating the pattern is a full-round action, and the pattern lasts only as long as the moon dog concentrates to maintain it, plus an additional 2 rounds. The pattern emanates in a 50-foot radius around the moon dog. Evil creatures within this effect are fascinated as though by a hypnotic pattern spell (Will save DC 17) cast by a 10th-level sorcerer. Good creatures within the effect are warded by a protection from evil effect and a remove fear effect for the duration of the pattern. The save DC for the hypnotic pattern effect is Charisma-based.

Speak with Canines (Sp): A moon dog can use speak with animals (as cast by a 12th-level druid) to communicate with any canine animal, including dogs and wolves. This ability functions at will.

Telepathy (Su): A moon dog can communicate telepathically with any creature within 50 feet that has a language.

Skills: A moon dog receives a +4 racial bonus on Hide and Move Silently checks.

Extraplanar Subtype

A subtype applied to any creature when it is on a plane other than its native plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. This book assumes that encounters with creatures take place on the Material Plane, and every creature whose native plane is not the Material Plane has the extraplanar subtype (but would not have when on its home plane). An extraplanar creatures usually has a home plane mentioned in its description. These home planes are taken from the Great Wheel cosmology of the D&D game (see Chapter 5 of the Dungeon Master's Guide). If your campaign uses a different cosmology, you will need to assign different home planes to extraplanar creatures.

Creatures not labeled as extraplanar are natives of the Material Plane, and they gain the extraplanar subtype if they leave the Material Plane. No creature has the extraplanar subtype when it is on a transitive plane; the transitive planes in the D&D cosmology are the Astral Plane, the Ethereal Plane, and the Plane of Shadow.

Good Subtype

A subtype usually applied only to outsiders native to the good-aligned Outer Planes. Most creatures that have this subtype also have good alignments; however, if their alignments change, they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has a good alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the good subtype overcomes damage reduction as if its natural weapons and any weapons it wields were good-aligned (see Damage Reduction).