Lawful Good Man-sized Monster (mammal) (3-ft high at shoulder)
FREQUENCY: Rare
NO. APPEARING: 4-16
SURPRISE: 17%
SENSES: night vision, exceptional hearing, scent
ARMOR CLASS: 5
MOVE: 12"
HIT DICE: 4 (hp 18)
% IN LAIR: 20%
TREASURE TYPE: C
THAC0: 15
MELEE: bite (1d6)
SPECIAL ATTACKS: none - Hits As: normal
SPECIAL DEFENSES: blinking
MAGIC RESISTANCE: Standard
INTELLIGENCE: Average (8-10)
MORALE: +20%
SAVES: Poison 13, Petrify 14, Wand 15, Breath 16, Spell 16
LANGUAGES: Blink dog
LEVEL: III (XP 170 + 5 per hp)
These brown and yellowish creatures are as intelligent as normal humans and have a fairly complex language consisting of barks, yaps, whines, and growls. They are also able to use a limited form of teleportation (the blink). In attack, pack members will blink in and out in a random fashion at random intervals, teleporting individuals having a 75% chance of appearing behind the opponent.
An individual will teleport on a score of 7 or better on a 12-sided die.
Roll again to determine where the blink dog teleporting reappears: 1 = in front of opponent, 2 = shielded (or left) front flank, 3 = unshielded (or right) front flank, 4-12 = behind.
When blinking in, the creature will be from 1-ft to 3-ft from the opponent and immediately able to attack.
Blinking is an inborn instinct, and it never allows the animal to reappear in a space already occupied by a solid object.
If seriously threatened (or if 25% or greater loss has been sustained) the entire pack will blink out and not return.
There is a great enmity between blink dogs and displacer beasts (qv) and the two creatures will always attack each other.
If encountered in their lair there is a 50% chance that there will be from 3-12 pups (1-2 hit dice, 1-2/1-3 hit points damage/attack). These young are worth from 1,000 to 2,000 gold pieces on the market as they can be tamed and trained.
Neutral (evil) Man-sized Monster (mammal) (4-ft high at shoulder)
FREQUENCY: Very rare
NO. APPEARING: 5-50
SURPRISE: 17%
SENSES: night vision, all-around sight, exceptional hearing, scent
ARMOR CLASS: 7
MOVE: 12"
HIT DICE: 2 + 1 (hp 10)
% IN LAIR: nil
TREASURE TYPE: nil
THAC0: 16
MELEE: 2 bites (1d10 each) plus trip and disease
SPECIAL ATTACKS: disease, trip - Hits As: normal
SPECIAL DEFENSES: none
MAGIC RESISTANCE: Standard
INTELLIGENCE: Animal (1)
MORALE: +11%
SAVES: Poison 13, Petrify 14, Wand 15, Breath 16, Spell 16
LEVEL: III (XP 105 + 3 per hp)
Large black hounds with two heads, the death dogs can attack ith each head independently. They usually hunt in packs, in deserts or in dry areas underground. These vicious hounds, which usually attack humans and near-humans on sight (85% chance), are said to be the descendents of Cerberus; their loud penetrating double bark tends to lend support to this theory.
Each bite delivers 1-10 hit points of damage and the victim of a bite must save against poison or die as a result of a slow, rotting disease in 4-24 days. Cure disease will be an effective remedy.
When attacking, the death dog usually aims for its victim's legs — a natural roll of 19 or 20 on the 'to hit' die against a man-sized or smaller victim means that the victim has been knocked to the ground and attacks at -4 until able to rise again to his feet (which he can do during a single round if he is not knocked down again).
Chaotic Evil Man-sized Monster (mammal) (3-ft high at shoulder)
FREQUENCY: Rare
NO. APPEARING: 4-16
SURPRISE: 17% — Others automatic (+17%)
SENSES: night vision, exceptional hearing, scent
ARMOR CLASS: 6
MOVE: 12" — sprint 30"
HIT DICE: 6 (hp 27)
% IN LAIR: 10%
TREASURE TYPE: nil
THAC0: 13
MELEE: bite (2d4) plus throat attack
SPECIAL ATTACKS: baying, throat attack - Hits As: +1
SPECIAL DEFENSES: none
MAGIC RESISTANCE: Standard
INTELLIGENCE: Average (8-10)
MORALE: +30%
SAVES: Poison 11, Petrify 12, Wand 13, Breath 13, Spell 14
LEVEL: V (XP 350 + 6 per hp)
Stark-white hounds with blue eyes, devil dogs live in cold regions and when encountered in snow- or frost-covered areas are invisible beyond a range of 30-ft. They roam in packs in an endless search for food and will always attack human parties, being sly enough to use their protective colouration to the best advantage.
The devil dog uses a vicious biting attack and always jumps for the throat. Normal damage inflicted is 2-8 hit points, but if the 'to hit' die roll is 4 or more greater than required to hit, or a natural 20 in any event, a hit is scored on the throat—the victim suffers double damage, is comatose for 2-8 turns and must receive cure light wounds (or a stronger ministration of the same nature) during the comatose period to avoid death at the end of that period. (Of course the initial damage may kill the victim anyway).
When attacking or giving chase—and devil dogs move very fast indeed—the creatures emit an intense baying which will cause fear in any character of the third experience level or lower unless they save at -4 on their die roll against magic.
They can sustain their extraordinarily high (30") movement rate for three turns, following which they must 'rest' for another three turns during which their maximum movement rate is 12''