Shadowhound

Silent, bodiless black hounds of the Abyss that chill flesh with a touch, flood their quarry with terror, and feed on the fear of the people they run down.

Setting: Forgotten Realms · Sources: FOR7 Giantcraft

Appearance

A shadowhound is a large black dog with a lashing tail and razor teeth, but no detail shows on its body; it is a moving silhouette. It seems to glide over the ground, never making a sound even when furious or hurt, which imposes -5 on opponents' surprise rolls. Where hell hounds come from the hells and serve the baatezu, shadowhounds are natives of the Abyss bound to the tanar'ri.

Combat

Clever pack hunters, shadowhounds have no solid body and cannot truly bite. Instead, anyone who touches or is touched by one feels a deathly chill and takes 1d8 damage. Their nastiest weapon is fear: everyone within 30 feet except the hounds' master must make a normal save or flee in terror. The pack usually uses this to stampede its target, then chases him down.

Fear never touches them, fire and electricity deal only half damage, and cannot be affected by charm monster or similar abilities.

Habitat and Society

In the Abyss they roam cold underground passages for easy prey. Many tanar'ri lords keep great kennels of them and send packs to mortal worshipers on the Prime. Baphomet has gifted a large pack to the ogres of an icy mountain range, and Zhar'vesh keeps his own kennel for hunting in a serpent-infested forest of his realm.

About 15% of packs met in the Abyss include 1d4 young. Litters number 2d4, and the stronger half immediately eats the weaker. Pups have 1 Hit Die and touch for 1d4, but reach full size in under a year.

Ecology

Lacking bodies, they cannot eat meat; they feed on the fear they raise by chilling their victims. In the Abyss they clear intruders from places their masters want kept empty, like the roads leading up to a lord's palace, and their ferocity, loyalty and stealth make them superb watchdogs. They are surprisingly easy to tame. A shadowhound attaches itself to a master, always chaotic evil, and obeys any reasonable command until it dies, the master dies, or it finds a stronger or more evil patron and switches sides.

More: Monsters starting with S · Forgotten Realms monsters · All monsters A-Z

Statistics

Climate/TerrainIce Spire/Abyss
FrequencyVery rare
OrganizationPack
Activity CycleAny
DietSpecial
IntelligenceLow (5-7)
TreasureNil
AlignmentChaotic evil
No. Appearing2d4
Armor Class3
Movement16
Hit Dice3
THAC017
No. of Attacks1
Damage/Attack1d8
Special AttacksFear
Special Defenses+1 or better weapon to hit
Magic Resistance5%
SizeM
MoraleElite (14)
XP Value270