🔍 
Home Ancestries Backgrounds Bestiary Classes Conditions Deities Equipment Feats Spells

Yeth WarbeastCreature 7


UncommonCELargeBeastFiend
Source Pathfinder Society Scenario #2-20: Breaking the Storm: Bastion in Embers
Perception +15 (darkvision, scent (imprecise) 30 feet)
Languages Abyssal, (can't Speak Any Language)
Skills Acrobatics +13, Athletics +17, Stealth +15, Survival +13
Str +6, Dex +4, Con +2, Int -2, Wis +4, Cha +2

AC 24; Fort +15; Reflex +17; Will +17;
HP 145
Speed 40 feet
Weaknesses Silver 10

Jaws One Action +17 (+12, +7) to hit 1d6 Evil + 3d8+6 Piercing

Darkvision

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.

Scent (imprecise) 30 feet

Scent involves sensing creatures or objects by smell, and is usually a vague sense. The range is listed in the ability, and it functions only if the creature or object being detected emits an aroma (for instance, incorporeal creatures usually do not exude an aroma).

If a creature emits a heavy aroma or is upwind, the GM can double or even triple the range of scent abilities used to detect that creature, and the GM can reduce the range if a creature is downwind.

Constant Spells

A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires.

Bay Three Actions (auditory, concentrate, divine, enchantment, fear, mental, fiend)

The yeth warbeast emits an unearthly howl audible up to 300 feet feet away. Any non-fiend creature that hears the howl must succeed at a DC 25 will save or become Frightened 1. Any creature that critically fails and is within 60 feet of the yeth warbeast is instead Frightened 3 and Fleeing for 1d4 rounds (or until it recovers from its frightened condition).

Whether it succeeds or fails the saving throw, the creature is then temporarily immune to Bay for 24 hours.

Ear-splitting Howl Two Actions (auditory, divine, evocation, fear, mental, sonic)

The yeth warbeast releases a piercing bark that deals 8d6 sonic damage in a 20-foot cone (DC 25 basic reflex save). A creature that critically fails also becomes Frightened 1, or increases the value of its frightened condition by 1 if already frightened.

The warbeast can't use Ear-Splitting Howl again for 1d4 rounds.

Sinister Bite

A good creature bitten by a yeth hound must attempt a DC 25 will save. On a critical success, the creature is temporarily immune to sinister bite for 1 minute. A creature that fails becomes Frightened 1, or increases the value of its frightened condition by 1 if already frightened.

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.


Divine Innate Spells (DC 25, +17 to hit)

4th Level: Air Walk (Constant)


Wicked canine creatures who live for the thrill of the hunt, yeth hounds often serve evil masters as guardians and trackers. Yeth hounds resemble lean, sleek dogs with overlarge ears and narrow paws that can tread on air as easily as the ground. Despite their canine appearance, yeth hounds are remarkably intelligent, although they rarely display this intelligence except when devising intricate tactics to ensnare their quarry. Their eerie bays echo across the countryside when they are engaged in a hunt, and they particularly enjoy baying to frighten and disorient intelligent creatures. Yeth hound packs can number as many as a dozen members, each working in uncanny communion with its packmates to corner and kill their prey. Yeth hounds like to drag their victims back to their lairs to eat at their leisure, so these lairs often contain discarded treasures from the hounds' previous meals.

Yeth hounds despise two things: sunlight and other canines. They hunt only at night if they can, often breaking off their hunt at dawn to retreat to a subterranean lair or den, no matter how close they had come to catching their prey. Yeth hounds usually attack wargs, wolves, and similar creatures on sight, working to drive larger or more powerful canines from their hunting areas when then can't simply overpower and kill them.

Evil rangers, bestial demons, and wicked cults are frequently gifted yeth hound servants by fiendish patrons. Such hounds often serve as spies and are quick to turn against those who fail to advance the patrons' wicked aims. The cult of Lamashtu, in particular, is fond of using yeth hounds as temple guardians.


Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.