Haraknin (Hell Hound Form)
Medium Outsider (Evil, Extraplanar, Fire, Lawful, Shapechanger) — CR 5
Haraknin (Hell Hound Form) is a D&D 3.5 monster from —. CR 5, HD 4d8+8 plus 2d12+4 (43 hp).
- Hit Dice
- 4d8+8 plus 2d12+4 (43 hp)
- Initiative
- +6
- Speed
- land 50 ft, 50 ft.
- Base Attack / Grapple
- +6/+9
- Attack
- Bite +9 melee
- Full Attack
- Bite +9 melee
- STR
- 16
- DEX
- 14
- CON
- 15
- INT
- 6
- WIS
- 12
- CHA
- 4
- Fort / Ref / Will
- +6 / +6 / +5
- Challenge Rating
- 5
- Alignment
- Always lawful evil
- Organization
- Solitary, pair, or pack (5-12)
- Treasure
- Standard
- Level Adjustment
- +3
Special Abilities
Feats
Description
For the haraknin in hell hound form, the following changes are in effect as long as the rage lasts: HD 4d8+16 plus 2d12+8 (55 hp); AC 15, touch 10, flat-footed 13; Base Attack/Grapple +6/+11; Full Attack bite +11 melee; Damage bite 1d8+6; SV Fort +8, Will +7; Str 20, Con 19; Jump +12.
The creature is fatigued at the end of the rage (-2 to Strength, -2 to Dexterity, can't charge or run) for the duration of that encounter.
A canomorphs alternate form ability does not affect equipment it may be carrying or wearing. Most canomorphs create secure caches of arms and armor they intend to use in humanoid form when they expect to shift form frequently.
Evil Subtype
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).
Extraplanar Subtype
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.
Fire Subtype
A creature with the fire subtype has immunity to fire. It has vulnerability to cold, which means it takes half again as much (+50%) damage as normal from cold, regardless of whether a saving throw is allowed, or if the save is a success or failure.
Lawful Subtype
A subtype usually applied only to outsiders native to the lawful-aligned Outer Planes. Most creatures that have this subtype also have lawful 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 a lawful alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the lawful subtype overcomes damage reduction as if its natural weapons and any weapons it wields were lawful-aligned (see Damage Reduction).
Shapechanger Subtype
A shapechanger has the supernatural ability to assume one or more alternate forms. Many magical effects allow some kind of shape shifting, and not every creature that can change shapes has the shapechanger subtype.
Traits: A shapechanger possesses the following traits (unless otherwise noted in a creature's entry).
Proficient with its natural weapons, with simple weapons, and with any weapons mentioned in the creature's description.Proficient with any armor mentioned in the creature's description, as well as all lighter forms. If no form of armor is mentioned, the shapechanger is not proficient with armor. A shapechanger is proficient with shields if it is proficient with any type of armor.