Shadurakul (Humanoid Form) (CR 11 )
AC: 23 (+1 Dex, +3 natural, +9 [+1 full plate]), touch 11, flat-footed 20
Hit Dice: 4d8+20 plus 6d10+30 (99 hp)
Fort +9, Ref +7, Will +5
Speed: 30 ft. (20 ft. in full plate armor)
Space: 5 ft./5 ft.
Base Attack +10; Grapple +15
Attack: +2 spiked chain +18 melee
Full Attack: +2 spiked chain +18/+13 melee
Damage: +2 spiked chain 2d4+11
Special Attacks/Actions: Bay, trip
Abilities: Str 21, Dex 16, Con 21, Int 8, Wis 14, Cha 10
Feats: Combat Reflexes; Dodge; Exotic Weapon Proficiency (spiked chain); Improved Initiative; Mobility; Spring Attack; Track (B); Weapon Focus (spiked chain); Weapon Specialization (spiked chain)
Skills: Hide +4, Intimidate +6, Jump +6, Listen +9, Move Silently +4, Search +6, Spot +9, and Survival +9*
Advancement: By character class
Climate/Terrain: Any land and underground (Gehenna)
Organization: Solitary, pair, or pack (3-12)
Bay (Su): When a shadurakul howls, all creatures except evil outsiders in a 300-foot spread must succeed on a Will save DC 16) or become panicked for 2d4 rounds. This is a sonic, mind-affecting effect. Whether or not the save is successful, an affected creature is immune to that shadurakul's bay for one day
Trip (Ex): A shadurakul 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 shadurakul. The shadurakul can only attempt to trip in this manner while in its shadow mastiff form.
Shadow Blend (Su): During any conditions other than full daylight, a shadurakul can disappear into the shadows, giving it nine-tenths concealment (40% miss chance). Artificial illumination, even a light or continual flame spell, does not negate this ability; however, a daylight spell will.
Skills: *A shadurakul has a +4 racial bonus on Survival checks when tracking by scent.
Change Shape (Su): A canomorph can assume the form of any Small, Medium, or Large humanoid. It retains the extraordinary attacks of its original form regardless of its new form. Changing shape to or from its original form requires a move action.
A canomorphs alternate form ability does not affect equipment it may be carrying or wearing. Most canomorphs create secure caches of arms and armor they intend to use in humanoid form when they expect to shift form frequently.
Command Fiendish Hound (Sp): All canomorphs can use greater command at will against fiendish hounds of their associated kind (hell hounds for haraknins, shadow mastiffs for shadurakuls, and vorrs for vultivors). These creatures will never voluntarily attack a canomorph of the associated kind.
Outsider Traits: Canomorphs have darkvision (60-foot range), and they cannot be raised or resurrected (though a wish or miracle spell can restore life).
Scent (Ex): A canomorph can detect approaching enemies, sniff out hidden foes, and track by sense of smell.
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).
A subtype applied to any creature when it is on a plane other than its native plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. This book assumes that encounters with creatures take place on the Material Plane, and every creature whose native plane is not the Material Plane has the extraplanar subtype (but would not have when on its home plane). An extraplanar creatures usually has a home plane mentioned in its description. These home planes are taken from the Great Wheel cosmology of the D&D game (see Chapter 5 of the Dungeon Master's Guide). If your campaign uses a different cosmology, you will need to assign different home planes to extraplanar creatures.
Creatures not labeled as extraplanar are natives of the Material Plane, and they gain the extraplanar subtype if they leave the Material Plane. No creature has the extraplanar subtype when it is on a transitive plane; the transitive planes in the D&D cosmology are the Astral Plane, the Ethereal Plane, and the Plane of Shadow.
A shapechanger has the supernatural ability to assume one or more alternate forms. Many magical effects allow some kind of shape shifting, and not every creature that can change shapes has the shapechanger subtype.
Traits: A shapechanger possesses the following traits (unless otherwise noted in a creature's entry).
- Proficient with its natural weapons, with simple weapons, and with any weapons mentioned in the creature's description.
- Proficient with any armor mentioned in the creature's description, as well as all lighter forms. If no form of armor is mentioned, the shapechanger is not proficient with armor. A shapechanger is proficient with shields if it is proficient with any type of armor.