Vultivor (Vorr Form) (CR 9 (class level + 4))
AC: 19 (+6 Dex, +3 natural) touch 16, flat-footed 19
Hit Dice: 3d10+9 plus 5d6+15 (54 hp)
Fort +7, Ref +12, Will +3
Speed: 40 ft.
Space: 5 ft./5 ft.
Base Attack +6; Grapple +9
Attack: Bite +9 melee
Full Attack: Bite +9 melee and 2 claws +4 melee
Damage: Bite 2d4+3, claw 1d3+1
Special Attacks/Actions: Sneak attack +5d6, trip
Abilities: Str 16, Dex 23, Con 16, Int 11, Wis 13, Cha 12
Special Qualities: Alternate form, command vorrs, evasion, outsider traits, shadow form, shadow jump, trap sense, uncanny dodge
Feats: Alertness; Blind Fight; Improved Initiative
Skills: Balance +13, Climb +8, Hide +17, Jump +10, Listen +12, Move Silently +17, Search +4, Spot +15, Survival +6*, and Tumble +13
Advancement: By character class
Climate/Terrain: Any land and underground (Abyss)
Organization: Solitary, pair, or pack (3-12)
Sneak Attack (Ex): Anytime a vultivor's target is denied a Dexterity bonus, or when a target is flanked by a vultivor, the vultivor deals an additional 5d6 points of damage on a successful melee attack.
Trip (Ex): A vultivor 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 vultivor. The vultivor can only attempt to trip in this manner while in its vorr form.
Shadow Form (Su): Once per day, a vultivor can assume the form of a living shadow for up to 10 minutes. While in shadow form, the vultivor can move at normal speed on any surface, including walls and ceilings, and even across liquids. The vultivor gains a +15 circumstance bonus on Hide checks. Effects that detect thoughts, life, or presences (including true seeing) can detect it.
While in shadow form, a vultivor gains damage reduction 50/+5 and is immune to blindness, critical hits, damage to ability scores from non-magical attacks, deafness, disease, drowning, poison, and stunning. It takes half damage from fire and acid.
Shadow Jump (Su): As a standard action, a vultivor can travel between shadows as if by a dimension door spell. The starting and ending points of the jump must be in shadow, and these points must be at least 10 feet apart. A vultivor can make several shadow jumps in one day. as long as the total distance traveled in this fashion per day does not exceed 160 feet.
Trap Sense (Ex): A vultivor rogue gains a +1 bonus on Reflex saves made to avoid traps, and a +1 dodge bonus to Armor Class against attacks by traps.
Uncanny Dodge (Ex): This vultivor retains its Dexterity bonus to Armor Class even when flat-footed or struck by an invisible attacker.
Skills: *Vultivors have a +8 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.
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 vultivor's favored class is rogue. A vultivor character begins with 3 Hit Dice for being a vorr (refer to Vorr for ability scores, feats, and skills), and its level adjustment is +4. A vultivor PC's effective character level (ECL) is equal to its class level + 4. Because canomorphs are exceptional examples of fiendish hounds, the vultivor described above applies the vorr's ability score modifiers to the standard array of ability scores (15, 14, 13, 12, 10, 8).
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).
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.