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    Bull Mastiff, Giant Fiendish

    The deep-throated rumbling growl of the mastiff announces its presence. What a prodigious beast! The canine stands at least four feet at the shoulder, and it is easily twice as long from snout to snub tail. Its blood-red eyes lock onto you as its powerful body tenses for the attack.

    Giant Fiendish Bull Mastiff CR 1

    XP 400
    N Large animal
    Init +1; Senses darkvision 60 ft., low-light vision, scent; Perception +8

    DEFENSE

    AC 15, touch 11, flat-footed 15 (+1 Dex, +4 natural)
    hp 17 (2d8+8)
    Fort +7, Ref +4, Will +1
    Defensive Abilities tenacious; Resist cold 5, fire 5; SR 6

    OFFENSE

    Speed 40 ft.
    Melee bite +5 (1d8+6 plus trip)
    Special Attacks smite good

    STATISTICS

    Str 19, Dex 13, Con 19, Int 2, Wis 12, Cha 6
    Base Atk +1; CMB +5; CMD 16 (20 vs. trip)
    Feats Skill Focus (Perception)
    Skills Acrobatics +4 (+12 jumping), Perception +8, Survival +2 (+6 scent tracking); Racial Modifiers +4 Acrobatics when jumping, +4 Survival when tracking by scent

    SPECIAL ABILITIES

    Smite Good (Su)

    Once per day, the fiendish creature may smite a good-aligned creature. As a swift action, the creature chooses one target within sight to smite. If this target is good, the creature adds its Charisma bonus (if any) to attack rolls and gains a damage bonus equal to its HD against that foe. This effect persists until the target is dead or the creature rests.

    Tenacious (Ex)

    When ordered to track prey (usually humanoid prey), a bull mastiff receives a +4 bonus to any Will saves against enchantments or illusions directed at it, and the DC of any Handle Animal skill check by anyone other than the dog's master is 5 higher.


    Editor's Notes

    Concerning the Fiendish Bull Mastiff:

    1.  It statistics have not been adjusted to account for its large size.  The following statistics are affected:

    AC 14, touch 10, flat-footed 14 (+1 Dex, +4 natural, -1 size)
    Melee bite +4 (1d8+6 plus trip)
    CMB +6; CMD 17 (21 vs. trip)

    2.  This fiendish animal only has 2 skill points.  With one definitely in Perception, the second hasn't been accounted for.  We recommend putting it in Survival.  This changes skills as follows:

    Skills Acrobatics +1 (+9 jumping), Perception +8, Survival +2 (+6 scent tracking); Racial Modifiers +4 Acrobatics when jumping, +4 Survival when tracking by scent

    GM's are encouraged to use these statistics.