Demonic Guardian Hound* (CR 9)

Large Outsider (Chaotic, Evil, and Fire)
Alignment: Always chaotic evil
Initiative: +4 (Dex); Senses: darkvision 90 ft., scent, Listen +17, and Spot +17


AC: 18 (-1 size, +9 natural), touch 9, flat-footed 18
Hit Dice: 12d8+60 (114 hp)
Fort +13, Ref +8, Will +8
Speed: 40 ft.
Space: 5 ft./5 ft.
Base Attack +9; Grapple +8
Attack: Touch +12 melee touch
Full Attack: Touch +12 melee touch
Damage: Bite 2d6+5/19-20
Special Attacks/Actions: Breath weapon (30-ft. cone of fire)
Abilities: Str 21, Dex 11, Con 21, Int 6, Wis 10, Cha 6
Special Qualities: fire subtype, outsider traits
Feats: Improved Critical (bite); Improved Initiative; Power Attack; Track; Weapon Focus (bite)
Skills: Hide +16, Listen +17, Move Silently +19, Search +5, Spot +17, and Survival +7
Advancement: -
Climate/Terrain: Any land or underground
Organization: Solitary
Treasure: None

Source: Web

Demonic guardian hounds are three-headed advanced hell hounds.

Breath Weapon (Su): Each of demonic guardian hound's three heads may create a 30-foot cone of fire every 2d4 rounds. The attack deals 1d4+1 points of fire damage (Reflex DC 21 half). The fiery breath also ignites any flammable materials within the cone. All three heads may breathe at once, and the creature may use its breath while biting.

Fire Subtype (Ex): A demonic guardian hound has fire immunity, and it takes double damage from cold except on a successful save.

Outsider Traits: A demonic guardian hound has darkvision with a 90-foot range. It cannot be raised or resurrected (though a wish or miracle spell can restore life).

Scent (Ex): A demonic guardian hound can detect approaching enemies, sniff out hidden foes, and track by sense of smell.

Skills: A demonic guardian hound receives a +5 racial bonus on Hide and Move Silently checks. Because of its two extra heads, it also gains a +4 racial bonus on Listen, Search and Spot checks. *It gains a +8 racial bonus on Spot checks and Survival checks when tracking by scent, due to its keen sense of smell.

Chaotic Subtype

A subtype usually applied only to outsiders native to the chaotic-aligned Outer Planes. Most creatures that have this subtype also have chaotic alignments; however, if their alignments change they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has a chaotic alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the chaotic subtype overcomes damage reduction as if its natural weapons and any weapons it wields were chaotic-aligned (see Damage Reduction).

Evil Subtype

A subtype usually applied only to outsiders native to the evil-aligned Outer Planes. Evil outsiders are also called fiends. Most creatures that have this subtype also have evil alignments; however, if their alignments change, they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has an evil alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the evil subtype overcomes damage reduction as if its natural weapons and any weapons it wields were evil-aligned (see Damage Reduction).

Fire Subtype

A creature with the fire subtype has immunity to fire. It has vulnerability to cold, which means it takes half again as much (+50%) damage as normal from cold, regardless of whether a saving throw is allowed, or if the save is a success or failure.

This is a sample creature derived from a Template.