Kezef the Chaos Hound (CR 21)

Huge Outsider (Chaotic, Evil, and Extraplanar)
Alignment: Chaotic evil
Initiative: +17 (+7 Dex, +10 Superior Initiative); Senses: darkvision 120 ft., low-light vision, Listen +36, and Spot +36


AC: 33 (-2 size, +7 Dex, +18 natural), touch 15, flat-footed 26
Hit Dice: 28d8+280 (426 hp); DR: 15/adamantine and good
Fort +26, Ref +23, Will +24
Speed: 60 ft.
Space: 15 ft./10 ft.
Base Attack +28; Grapple +49
Attack: Bite +37 melee or claw +36 melee
Full Attack: Bite +37 melee and 2 claws +34/+34 melee
Damage: Bite 3d6+13/19-20 plus 1d10 acid, bite, Claws 1d8+6
Special Attacks/Actions: Acidic bite, breath weapon, corrosion, terrifying howl
Abilities: Str 36, Dex 24, Con 31, Int 15, Wis 26, Cha 20
Special Qualities: extinguish, fast healing 10, flawless tracker, immunity to acid, petrification, and poison; immunity to charm, death, and fear magic; resistance to cold 10, electricity 10, fire 10, and sonic 10, SR 35, superior initiative
Feats: Ability Focus (howl); Blind-fight; Cleave; Combat Reflexes; Improved Critical (bite); Improved Natural Attack (bite); Improved Sunder; Multiattack; Power Attack; Weapon Focus (bite)
Skills: Balance +35, Diplomacy +23, Hide +31, Intimidate +33, Jump +41, Knowledge (the planes) +25, Listen +36, Move Silently +35, Search +30, Sense Motive +36, Spot +36, Survival +36, and Swim +28
Advancement: -
Climate/Terrain: The Outer Planes and the Material Plane
Organization: Solitary
Treasure/Possessions: None

Source: Champions of Ruin

Acidic Bite (Ex): Kezef's acidic saliva deals an additional 1d10 points of acid damage every time he bites an opponent.

Breath Weapon (Su): 30-ft. cone, once every 1d4 rounds, damage 2d20 acid, Reflex DC 34 half. Any creature that fails its save takes 2d20 points of damage the following round as well, as the acid eats its way through its flesh. The save DC is Constitution-based.

Corrosion (Ex): Kezef's flesh bubbles and roils with acid-spewing maggots; any creature that strikes Kezef in melee combat causes an acidic cloud to explode outward from his body. Unless the creature makes a successful DC 34 Reflex save, he is splashed by burning slime that causes 1d12 points of damage per round until wiped away. A character can take a full-round action that provokes attacks of opportunity to remove all of the slime from his body.

This same acid is found in pools where Kezef stands on the ground. It is not left while he is running or incorporeal, but only where he actually touches the ground. The acidic pools last for 24 hours before burning off into empty holes (except where they are magically preserved; see the Death Shallows entry below).

Extinguish (Ex): All non-magical fires within 60 feet of the Chaos Hound are extinguished as soon as he moves into range due to the fetid, oxygen-deprived breath he spews from his slavering maw.

Flawless Tracker: The Chaos Hound can designate a single individual as his prey, and thereafter will never fail to catch the creature's trail. As soon as he designates his prey, he knows the prey's birthplace and can use his plane shift and teleport without error abilities to go there. Thereafter he can use these abilities to follow the creature's "emotional scent," even tracking the entire fabric of their lives until he catches up with them at the present time. He does all of this with amazing speed, once tracking four years of Kelemvor's life in just one hour. Once Kezef picks up a creature's scent, it is impossible to hide from him. He can track across worlds and planes as easily as a hunter tracks a bleeding deer.

Spell-Like Abilities: At will - air walk, improved invisibility, plane shift (DC 20), teleport without error*. Caster level 30th.

*The Chaos Hound does not use teleport without error in the conventional sense, but he becomes an insubstantial ghost and runs with near-limitless speed. While in this state he can run across or through any substance or barrier, and moves as fast as he likes, often moving between two points as if he had teleported. When in this form, he is perceived as a ghostly blur that leaves behind a lingering scent of decay and a vague dread of darkened corners and howling in the night. Spells that prevent teleportation, such as dimensional anchor, do not prevent Kezef from using this ability.

Superior Initiative: Kezef has a +10 racial bonus on initiative checks, and is always considered to have rolled a 20 on his initiative check. In addition, he can never be surprised.

Terrifying Howl (Su): The Chaos Hound is so named for his terrifying howl that causes panic and confusion to all who hear it. Kezef can howl as a standard action, and all creatures within 100 feet must make a DC 29 Will save or suffer from confusion for 2d6 rounds. Even if a character makes this save, a second DC 29 Will save must be made or else he runs away in panic as if hit by a fear spell. The save DCs are Charisma-based.

Chaotic Subtype

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).

Evil Subtype

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).

Extraplanar Subtype

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.