DEVIL DOG
Medium-Size Magical Beast
Hit Dice: 6d10+12 (45 hp)
Initiative: +2 (Dex)
Speed: 50 ft.
AC: AC 14 (+2 Dex, +2 natural)
Attacks: Bite +10 melee
Damage: Bite 1d6+6
Face/Reach: 5 ft by 5 ft / 5 ft.
Special Attacks: Improved trip, rending leap 2d6+6, bay
Special Qualities: Scent
Saves: Fort +7, Ref +7, Will +3
Abilities: Str 18, Dex 14, Con 15, Int 9, Wis 13, Chr 10
Skills: Hide +9*, Listen +7, Move Silently +9, Spot +7, Wilderness Lore +7*
Feats: Alertness, Run
Climate/Terrain: Any cold or temperate land and underground
Organization: Solitary, pair, or pack (4-16)
CR: 4
Treasure: 1/10 coins; 50% goods; 50% items
Alignment: Always chaotic evil
Advancement: 7-8 HD (Medium-size); 9-15 HD (Large)
Stark white hounds with blue eyes, devil dogs tend to live in cold regions, though they will travel into temperate regions in the cold season. They are thought by many to be an offshoot of the winter wolves, perhaps cross-bred with wild dogs. Whatever their lineage, devil dogs roam in an endless search for food and will always attack humanoid parties, being more than intelligent enough to use their coloration to best advantage, and thus often attacking from surprise as they often cannot be seen from distances beyond 20 or 30 feet. 
COMBAT
Trip (Ex): A devil dog that hits with its bite attack can attempt to trip its opponent as a free action without provoking an attack of opportunity. If the trip fails, the opponent cannot make a trip attack on the devil dog in response. 
	Rending leap (Ex): If a devil dog successfully bites a prone opponent, it bites the throat (or some other vulnerable area) and rends for 2d6+8 points of damage. In addition, the victim must make a Fort save (DC 15) or be stunned for one round by the attack.
	Bay (Su): When attacking or giving chase, a devil dog may bay, causing all creatures of 3 HD or less within a 300-foot spread to make a Will save (DC 13) or become panicked for 2d4 rounds. This is a sonic, mind-affecting fear effect. If the save is successful, the creature is immune to that devil dog’s baying for one day. 
	Scent (Ex): A devil dog may sense creatures by smell within 30 feet (60 if the devil dog is downwind, 15 upwind; double ranges if strong smell, triple if overpowering).
	Skills: A devil dog receives a +1 racial bonus to Hide, Listen, Move Silently, and Spot checks. *Their natural coloration gives devil dogs a +8 racial bonus to Hide in areas of snow and ice (i.e., total bonus +16). A devil dog has a +4 racial bonus to Wilderness Lore checks when attempting to track by scent.