Sand Hunter (CR 3)
Medium Magical Beast
Alignment: Usually neutral good
Initiative: +7 (+3 Dex, +4 Improved Initiative); Senses: darkvision 60 ft., low-light vision, scent, Listen +5, and Spot +5
AC: 16 (+3 Dex, +3 natural), touch 13, flat-footed 13
Hit Dice: 3d10+6 (22 hp)
Fort +5, Ref +6, Will +4
Speed: 40 ft.
Space: 5 ft./5 ft.
Base Attack +3; Grapple +5
Attack: Bite +5 melee
Full Attack: Bite +5 melee
Damage: Bite 1d4+3
Special Attacks/Actions: Pack attack, sonic howl
Abilities: Str 15, Dex 17, Con 15, Int 3*, Wis 12, Cha 12
Special Qualities: pack mind
Feats: Alertness; Improved Initiative; Iron Will; Track
Skills: Listen +5, Spot +5, and Survival +3
Advancement: 4-9 HD (Medium)
Climate/Terrain: Warm deserts
Organization: Pack (4-16)
Treasure/Possessions: Standard
Source:
Sandstorm
Pack Attack (Ex): If a sand hunter in a pack uses the aid another action to assist another pack member's attack roll in combat, it grants a +4 bonus on its ally's next attack roll instead of the usual +2. if any member of a pack enters a grapple, each other member can use the aid another action to grant it a +2 bonus on grapple checks to pin the opponent. Often two or three members enter a grapple, with the remainder aiding their companions.
Pack Mind (Ex): As long as a pack contains at least three individuals, none of which is more than 50 feet from any other individual, all its members share a group consciousness. If one is aware of a particular danger, they all are. If one in the pack is not flat-footed, none of them are. No member of the pack is considered flanked unless all of them are.
The pack mind operates through high-frequency sounds and limited empathy. As long as the pack members remain within range, they all enjoy the benefits of Alertness. They can communicate empathically with one another, as well as with a sentient being within range, much as a familiar does with its master.
*The collective Intelligence score of a pack of sand hunters is 12, and their tactics reflect this. Each individual has an Intelligence score of only 3, as given in the statistics above. A pack must include at least three members to gain the benefit of the higher Intelligence score.
Sonic Howl (Ex): As a standard action, a pack of sand hunters can lower the frequency of their communication sounds to produce a sonic attack. Any creature within 60 feet of any pack member producing the howl must succeed on a Will save or be stunned for 1d4 rounds. The save DC of the howl is 10 + 1/2 the number of sand hunters in the pack + each pack member's Cha modifier. A pack must include at least three members to activate the sonic howl, and no two contributing pack members can be more than 30 feet apart. Creatures with immunity to sonic energy attacks do not have immunity to the sonic howl, although creatures that can't hear the howl (such as deaf creatures or those within the area of a silence spell) are not affected. The save DC is Charisma-based and includes the Charisma bonus of each member participating in the attack.
When hunting, sand hunters spread out to the limit of communication, scouting out prey and acting as beaters to drive creatures ahead of them. The hunters yip back and forth in a series of signals but keep "pack speak" to a minimum to prevent alerting their prey. Once within range of a suitable target, the pack uses its sonic howl attack in an attempt to stun the target. If successful, the pack attacks.
If attacked, a sand hunter uses its sonic howl to discourage the enemy, then flees to its pack's hidden den. In combat, sand hunters leap in and out of melee range, setting up flanks and attempting to grapple and overcome their foes.