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Sod HoundCreature 3

Source Pathfinder Bestiary
Perception +9 (crystal sense (imprecise) 60 feet, darkvision)
Languages none
Skills Athletics +11, Survival +9
Str +4, Dex -1, Con +3, Int -4, Wis +2, Cha -1

AC 19; Fort +12; Reflex +6; Will +7;
HP 44
Speed 30 feet (burrow 20 feet)
Immunities bleed, paralyzed, poison, sleep

Jaws One Action +11 (+6, +1) to hit 1d10+6 Piercing


A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

Crystal Sense (Imprecise) 60 feet

A sod hound can sense crystals or gems within 60 feet as if using the scent ability

Earth Glide

The sod hound can Burrow through any earthen matter, including rock. When it does so, the sod hound moves at its full burrow Speed, leaving no tunnels or signs of its passing.

Knockdown One Action

Requirements The monster's last action was a success with a Strike that lists Knockdown in its damage entry.

Effect The monster knocks the target Prone.

Sod hounds are mossy extraplanar canines formed of packed dirt and pebbles.

Earth elementals make excellent bodyguards for adventuresome spelunkers and are ideal protectors of important subterranean locations such as vaults and treasuries.



Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.


Effects with the earth trait either manipulate or conjure earth. Those that manipulate earth have no effect in an area without earth. Creatures with this trait consist primarily of earth or have a magical connection to that element.