Devil Dog (CR 3)
AC: 15 (+2 Dex, +3 natural), touch 12, flat-footed 13
Hit Dice: 6d10+12 (45 hp)
Fort +7, Ref +7, Will +3
Speed: 50 ft.
Space: 5 ft./5 ft.
Base Attack +6; Grapple +1
Attack: Bite +8 melee
Full Attack: Bite +8 melee
Damage: Bite 1d6+3
Special Attacks/Actions: Frightful presence, throat-rip
Abilities: Str 15, Dex 15, Con 15, Int 6, Wis 12, Cha 10
Special Qualities: cold subtype
Skills: Hide +5*, Listen +9, Move Silently +8, Spot +9, and Survival +2*
Advancement: 7-9 HD (Medium-size); 10-18 HD (Large)
Climate/Terrain: Any cold land
Organization: Solitary, pair, or pack (7-16)
Frightful Presence (Ex): Activated when the devil dog bays, it forces creatures within 30 feet with fewer Hit Dice than the devil dog to make a Will save (DC 13) or become frightened (see Fear). The effect lasts for 5d6 rounds.
Throat-Rip (Ex): A devil dog always takes the opportunity to deliver a coup de grace on a helpless opponent -- one who is bound, held, sleeping, paralyzed, or unconscious. As a full-round action, the devil dog delivers an automatic critical hit. If the defender survives the damage, he must still make a Fortitude save (DC 10 + damage dealt) or die. If the coup de grace kills the defender, the devil dog has ripped the opponent's throat open. A character killed in this fashion can still be returned to life with a resurrection spell, but not with raise dead.
Cold Subtype: Cold immunity; double damage from fire except on a successful save.
Devil dogs receive a +1 racial bonus to Listen, Move Silently, and Spot checks, and a +2 racial bonus to Hide checks. *Their natural coloration grants devil dogs a +7 racial bonus to Hide checks in areas of snow and ice. A devil dog has a +4 racial bonus to Survival checks when tracking by scent.
Devil dogs hunt in packs. A pack usually circles an opponent, each wolf attacking in turn to exhaust it.
The Devil Dog first appeared in the Fiend Folio (1981).
A creature with the cold subtype has immunity to cold. It has vulnerability to fire, which means it takes half again as much (+50%) damage as normal from fire, regardless of whether a saving throw is allowed, or if the save is a success or failure.