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Shadow Mastiff, Unseelie

Unseelie Shadow Mastiff
CR 6
XP 1,600
NE Medium outsider (evil, extraplanar, feyblood)
Init +8; Senses darkvision 60 ft., scent; Perception +10
AC 19, touch 14, flat-footed 15; (+4 Dex, +5 natural)
hp 51 (6d10+18)
Fort +8, Ref +7, Will +5
Defensive Abilities shadow blend
DR 5/silver; Resist cold 5
Speed 50 ft.
Melee bite +10 (1d6+6 plus trip)
Special Attacks bay
Spell-Like Abilities (CL 6th)
At will—invisibility 
3/day—ghost sound, silent image 
1/day—alter self, darkness, magic mouth, sleep (DC 11)
Str 19, Dex 19, Con 17, Int 4, Wis 12, Cha 11
Base Atk +6; CMB +10; CMD 24
Feats Improved Initiative, Iron Will, Power Attack
Skills Perception +10, Stealth +13, Survival +10
Languages Sylvan, Common (cannot speak)
SQ unseelie pact, unseelie sight

Bay (Su)

When a shadow mastiff howls or barks, all creatures except evil outsiders within a 300-foot spread must succeed on a DC 15 Will save or become panicked for 2d4 rounds. This is a sonic, mind-affecting fear effect. A creature that successfully saves cannot be affected by the same mastiff’s bay for 24 hours. The save DC is Charisma-based and includes a +2 racial bonus.

Shadow Blend (Su)

In any condition of illumination other than full daylight, a shadow mastiff disappears into the shadows, giving it total concealment. Artificial illumination, even a light or continual flame spell, does not negate this ability. A daylight spell, however, does. A shadow mastiff can suspend or resume this ability as a free action.

Unseelie Pact (Su)

An unseelie creature that becomes neutral or good loses the unseelie template, but it retains the evil subtype and vulnerability to silver weapons. If it becomes a good-aligned creature, it gains the seelie template.

Unseelie Sight (Su)

An unseelie creature using its invisibility ability can see other unseelie creatures using the same ability. In addition, it automatically succeeds on saves against illusion spells and effects produced by unseelie creatures and immediately recognizes such effects as illusions.