Nether Hound Ghast* (CR 4)
Alignment: Always chaotic evil
Initiative: +7; Senses: darkvision 60 ft., low-light vision, scent, Listen +9, and Spot +15
AC: 21 (+5 Dex, +6 natural), touch 15, flat-footed 16
Hit Dice: 4d12+3 (29 hp)
Fort +1, Ref +6, Will +7
Speed: 40 ft., climb 20 ft.
Space: 5 ft./5 ft.
Base Attack +2; Grapple +7
Attack: Bite +7 melee
Full Attack: Bite +7 melee and 2 claws +5 melee
Damage: Bite 1d8+5 plus paralysis and diseases, claws 1d4+2 plus paralysis and disease
Special Attacks/Actions: Demon fever, ghoul fever, paralysis, stench, sure striking, yowling
Abilities: Str 21, Dex 21, Con -, Int 11, Wis 1, Cha 16 (Ego: 18)
Special Qualities: Acid and fire resistance 5, cold immunity, electricity and sonic resistance 10, +2 turn resistance, undead
Feats: Improved Initiative; Multiattack; Run; Toughness; Track
Skills: Balance +9, Climb +19, Hide +10, Jump +11, Listen +9, Move Silently +10, Search +6, Spot +15, and Survival +9
Advancement: 5-8 HD (Medium)
Organization: Solitary, team (2-3), pack (4-12), or hunt (13-30 nether hounds).
Diseases (Ex): Nether hound ghasts carry two diseases, demon fever and ghoul fever. Characters hit by a bite attack must make two separate saves versus both diseases. Characters hit by a claw attack must make a save only against demon fever. Demon fever--bite and claw, Fortitude save DC 16, incubation period 1 day; damage 1d6 temporary Constitution. Each day thereafter, on a failed save the creature must immediately succeed at another Fortitude save or suffer 1 point of permanent Constitution drain. This save is Charisma-based. Ghoul fever--bite, Fortitude DC 16, incubation period day; damage 1d3 Con and 1d3 Dex. The save DC is Charisma-based.
An afflicted humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid who becomes a ghoul in this way retains none of the abilities it possessed in life. It is not under the control of any other ghouls, but it hungers for the flesh of the living and behaves like a normal ghoul in all respects. A humanoid of 4 Hit Dice or more rises as a ghast, not a ghoul.
Paralysis (Ex): Those hit by a nether hound ghast's bite or claw attack must succeed on a DC 16 Fortitude save or be paralyzed for 1d4+1 rounds. Even elves can be affected by this paralysis. The save DC is Charisma-based.
Stench (Ex): The stink of death and corruption surrounding these creatures is overwhelming. Living creatures within 10 feet must succeed on a DC 16 Fortitude save or be sickened for 1d6+4 minutes. A creature that successfully saves cannot be affected again by the same nether hound ghast's stench for 24 hours. A delay poison or neutralize poison spell removes the effect from a sickened creature. Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws. The save DC is Charisma-based.
Sure Striking (Ex): Nether hound attacks with natural or manufactured weapons are treated as magic weapons for the purpose of overcoming damage reduction.
Yowling (Su): All creatures (except evil outsiders and undead) within 100 feet of a yowling nether hound must succeed at a DC 16 Will save or become shaken for as long as they are within range of this ability and can hear the gibbering undead. If the save is successful, the affected creature is immune to that nether hound's yowling for 24 hours Nether hounds yowl as a free-action and do so almost constantly. This is a sonic, mind-affecting, fear effect. The save is Charisma-based.
Afflicting all their prey's senses at once, nether hound ghasts favor charging into combat so their yowling and stench abilities take maximum effect. Once engaged, their savagery takes hold and they rend and maul their foes until they or their enemies are destroyed.
This example uses a ghast as the base creature.
Nether hound ghasts are commonly pack leaders of hunts of lesser nether hounds. Already being disgusting and profane creatures, the transformation that makes them into nether hounds only deepens their already considerable depravity.