Death Dog (CR 2)
Medium Magical Beast
Alignment: Usually neutral evil
Initiative: +2 (Dex); Senses: darkvision 60 ft., low-light vision, scent, Listen +6, and Spot +4
AC: 15 (+2 Dex, +3 natural), touch 12, flat-footed 13
Hit Dice: 2d10+4 (15 hp)
Fort +5, Ref +5, Will +1
Speed: 50 ft.
Space: 5 ft./5 ft.
Base Attack +2; Grapple +4
Attack: Bite +5 melee
Full Attack: 2 bites +5 melee
Damage: Bite 1d6+2
Special Attacks/Actions: Disease, trip
Abilities: Str 14, Dex 15, Con 14, Int 4, Wis 13, Cha 7
Feats: Weapon Focus (bite)
Skills: Hide +3, Listen +6, Move Silently +4, and Spot +4
Advancement: 3 HD (Medium-size); 4-6 HD (Large)
Climate/Terrain: Any desert, hill, plains, mountains, or underground
Organization: Solitary or pack (5-12)
Death dogs prefer to attack with overwhelming numbers. They tend to pick a single opponent to harry, attempting to trip that foe so the rest of the pack can leap in and finish the fallen victim. Even when they're not hungry, death dogs can strike briefly to infect a victim with the disease they carry, which is characterized by a yellowing of the victim's skin and swelling around the eyes and throat. The dogs then withdraw and follow from a distance until they grow hungry enough to finish the victim off
Disease (Ex): Any creature hit by a death dog's bite attack must succeed on a Fortitude save (DC 13) or contract a disease. The incubation period is 1 day, and the disease deals 1d4 points of Strength damage and 1d3 points of Constitution damage.
Trip (Ex): A death dog that hits with a bite attack can attempt to trip its opponent 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 death dog.
Scent (Ex): A death dog can detect approaching enemies, sniff out hidden foes, and track by sense of smell.
Skills: Death dogs have a +4 racial bonus on Listen and Spot checks.