CR 5 (1600 XP)
NE Medium outsider (evil, extraplanar)
Init +6; Senses darkvision 60 ft., scent; Perception +10
AC 17, touch 12, flat-footed 15 (+2 Dex, +5 natural)
hp 51 (6d10+18)
Fort +8, Ref +7, Will +5
Speed 50 ft.
Melee bite +10 (1d6+6 plus trip)
Special Attacks bay
Str 19, Dex 15, Con 17, Int 4, Wis 12, Cha 13
Feats Improved Initiative, Iron Will, Power Attack
Skills Perception +10, Stealth +11, Survival +10
Skill Points 18
Languages Common (cannot speak)
Bay (Su) When a shadow mastiff howls or barks, all creatures except evil outsiders within a 300-foot spread must succeed on a DC 16 Will save or become panicked for 2d4 rounds. This is a sonic, mind-affecting fear effect. A creature that successfully saves cannot be affected by the same mastiff’s bay for 24 hours. The save DC is Charisma-based and includes a +2 racial bonus.
Shadow Blend (Su) In any condition of illumination other than full daylight, a shadow mastiff disappears into the shadows, giving it total concealment. Artificial illumination, even a light or continual flame spell, does not negate this ability. A daylight spell, however, does. A shadow mastiff can suspend or resume this ability as a free action.