Pack Fiend (CR 8)
AC: 20 (-1 size, +3 Dex, +8 natural), touch 12, flat-footed 17
Hit Dice: 8d10+32 (76 hp); DR: 10/magic
Fort +6, Ref +9, Will +8
Speed: 40 ft., climb 30 ft.
Space: 10 ft./5 ft. (10 ft. with sting)
Base Attack +8; Grapple +18
Attack: Claw +13 melee
Full Attack: 2 claws +13 melee and bite +8 melee or sting +13 melee plus poison)
Damage: 2 claws 2d4+6, bite 2d6+3, sting 2d4+9 plus poison
Special Attacks/Actions: Poison, pounce
Abilities: Str 22, Dex 17, Con 18, Int 10, Wis 15, Cha 15
Special Qualities: immunity to charm, sleep, and fear, resistance to cold 10 and fire 10, SR 19
Feats: Alertness; Improved Initiative; Stealthy; Track
Skills: Climb +14, Hide +11, Jump +10, Listen +5, Move Silently +11, Spot +5, and Survival +16
Advancement: 9-12 HD (Large); 13-16 HD (Huge)
Climate/Terrain: Gray Waste of Hades
Organization: Solitary, pair, or pack (5-12)
Poison (Ex): Injury, Fortitude DC 18, initial damage 1d6 Strength, secondary damage 2d6 Strength. The save DC is Constitution-based.
Pounce (Ex): When a pack fiend makes a charge, it can follow with a full attack.
Skills: Pack fiends gain a +4 racial bonus on Hide, Move Silently, and Survival checks.
A lone pack fiend uses stealth to approach a target, pouncing the very moment the target becomes aware of the pack fiend's presence - or when, aware or not, the target is unable to escape. Multiple pack fiends prefer hit-and-run tactics, making quick slashes at the target in one round, then withdrawing in the next, so that the target is never quite sure where the next attack will come from. Whenever possible, pack fiends band together so take targets down one at a time, moving on to the next for only when the current target stops twitching. A pack fiend's natural weapons are treated as evil-aligned for the purpose of overcoming 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.