Elven Hound (CR 1)
Medium Magical Beast
Alignment: Always neutral
Initiative: +3 (Dex); Senses: low-light vision, scent, Listen +5, and Spot +5
AC: 17 (+3 Dex, +4 natural), touch 13, flat-footed 14
Hit Dice: 2d10+2 (13 hp)
Fort +4, Ref +6, Will +1
Speed: 50 ft.
Space: 5 ft./5 ft.
Base Attack +2; Grapple +5
Attack: Bite +5 melee
Full Attack: Bite +5 melee
Damage: Bite 1d8+4
Special Attacks/Actions: -
Abilities: Str 17, Dex 17, Con 13, Int 2, Wis 12, Cha 8
Special Qualities: Immune to sleep, resist enchantment, sprint
Feats: Improved Natural Attack (bite), Track (B)
Skills: Balance +7, Hide +7, Jump +15, Listen +5, Spot +5, Survival +2*, and Swim +6
Advancement: 3-6 HD (Medium)
Climate/Terrain: Temperate forests
Organization: Solitary or pack (5-12)
Heroes of Battle
Resist Enchantment (Ex): Like their elf masters, elven hounds have a +2 racial bonus on saving throws against enchantment spells or effects.
Sprint (Ex): Although an elven hound can go head to head with many creatures, its strength lies in the chase. Once per hour, an elven hound can move five times its normal speed (250 feet) when it makes a charge.
Skills: Elven hounds have a +4 racial bonus on Balance, Hide, Jump, and Swim checks, and a +2 racial bonus on listen and Spot checks. Elven hounds have a +4 racial bonus on Survival checks when tracking by scent.
An elven hound is a very effective fighting machine. It has a bone-crushing bite, capable of dropping an orc warrior. Elves say one elven hound is worth five orcs; that's an exaggeration, to be sure, but an elven hound is a ferocious combatant nevertheless, especially when attacking prey distracted by a hail of elven arrows.