Celestial Riding Dog CR 1
Always NG Medium Magical Beast (Extraplanar)Init ; Senses darkvision 60 ft., low-light vision, scent; Listen +5, Spot +5
Languages —
AC 16 (+2 Dex, +4 natural), touch 12, flat-footed 14
hp 2d8+4 (13 hp)
Fort Ref Will
Speed 40 ft. (8 squares)
Space/Reach 5 ft./5 ft.
Base Atk +1; Grp +3
Melee bite ()
Attack Options Smite evil
SQ darkvision 60 ft., Low-light vision, scent, resistance to acid 5, cold 5, and electricity 5, SR 7
Abilities Str 15, Dex 15, Con 15, Int 3, Wis 12, Cha 6
Feats Alertness, TrackB
Skills Jump +8, Listen +5, Spot +5, Swim +3, Survival +1*
Advancement —
Environment Any good-aligned plane
Organization Solitary or pack (5–12)
Treasure None
Summon Monster: Summon Monster II
Smite Evil (Su): Once per day, this creature can make a normal melee attack to deal +2 extra damage against an evil foe.
Skills: Riding dogs have a +4 racial bonus on Jump checks. *Riding dogs have a +4 racial bonus on Survival checks when tracking by scent.
Carrying Capacity: A light load for a riding dog is up to 100 pounds; a medium load, 101–200 pounds; a heavy load, 201–300 pounds. A riding dog can drag 1,500 pounds.
Celestial template: Applied to the base creature (see Celestial Creature). Animals and vermin become magical beasts; Intelligence is at least 3; darkvision 60 ft.; energy resistance, DR, and SR by Hit Dice; natural weapons count as magic for overcoming DR when the creature has DR.
This category includes working breeds such as collies, huskies, and St. Bernards.
Open Game Content · Monster entry · Celestial Creature · Summon Monster II.