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Yeth Hound

Hit Dice:3d8+6 (19 hp)
Initiative:+6
Speed:40 ft. (8 squares), fly 60 ft. (good)
Armor Class:20 (+2 Dex, +8 natural), touch 12, flat-footed 18
Base Attack/Grapple:+3/+6
Attack:Bite +6 melee (1d8+4)
Full Attack:Bite +6 melee (1d8+4)
Space/Reach:5 ft./5 ft.
Special Attacks:Bay, trip
Special Qualities:Damage reduction 10/silver, darkvision 60 ft., flight, scent
Saves:Fort +5, Ref +5, Will +5
Abilities:Str 17, Dex 15, Con 15, Int 6, Wis 14, Cha 10
Skills:Listen +11, Spot +11, Search +7, Survival +11 (+13 following tracks)*
Feats:Improved Initiative, Track
Environment:An evil-aligned plane
Organization:Solitary, pair, or pack (6–11)
Challenge Rating:3
Treasure:None
Alignment:Always neutral evil
Advancement:4–6 HD (Medium); 7–9 HD (Large)
Level Adjustment:+3 (cohort)

A yeth hound stands 5 feet tall at the shoulder and weighs about 400 pounds.

Yeth hounds cannot speak, but understand Infernal.

COMBAT​

Yeth hounds hunt only at night. They fear the sun and never venture out in daylight, even if their lives depend on it.

A yeth hound’s natural weapons, as well as any weapons it wields, are treated as evil-aligned for the purpose of overcoming damage reduction.

Bay (Su): When a yeth hound howls or barks, all creatures except other evil outsiders within a 300-foot spread must succeed on a DC 11 Will save or become panicked for 2d4 rounds. This is a sonic mind-affecting fear effect. Whether or not the save is successful, an affected creature is immune to the same hound’s bay for 24 hours. The save DC is Charisma-based.

**Trip (Ex):**A yeth hound that hits with its bite attack can attempt to trip the opponent (+3 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 yeth hound.

Flight (Su): A yeth hound can cease or resume flight as a free action.

Skills: *A yeth hound has a +4 racial bonus on Survival checks when tracking by scent.