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Legacy of the Dragons
Valkith (Harrid Hound) Medium Magical Beast Hit Dice: 4d10+4 (26 hp), dying/dead: –2/–13 Initiative: +1 Speed: 40 feet AC: 17 (+1 Dexterity, +6 natural), touch 11, flat-footed 16 Base Attack/Grapple: +4/+6 Attack: Bite +7 melee (1d6+2) Full Attack: Bite +7 melee (1d6+2) and gore +4 (1d4+1) Space/Reach: 5 feet/5 feet (Face/Reach: 5 feet by 5 feet/5 feet) Special Attacks: Trip Special Qualities: Energy absorption, phase into earth, see through earth, low-light vision, scent Saves: Fort +5, Ref +5, Will +3 Abilities: Str 15, Dex 12, Con 13, Int 3, Wis 10, Cha 11 Skills: Sneak +7, Spot +1 Feats: Iron Will, Multiattack*, Weapon Focus (bite) Environment: Any Organization: Solitary, pair, or pack (3–8) Challenge Rating: 3 Treasure: Standard Advancement: 5–8 HD (Medium); 9–12 HD (Large) Level Adjustment: — * Denotes a feat from the MM.
The twisted and corrupt harrids (see Chapter Four of The Diamond Throne) bred the valkith on the distant continent to the south. They use the beasts, sometimes called “harrid hounds,” to help them hunt for slaves. Since the harrids themselves feed upon magical energy, they created the valkith to absorb energy in a similar way. The harrids use their own magic to heal and strengthen their hounds whenever needed. Further, they gave the valkith the ability to move and see through rock and earth. The hounds use this ability to hide just below the surface and attack a foe when it crosses the ground above it. With a wide body like that of a dark mastiff, the valkith has a head that looks vaguely reptilian—almost crocodilean— but with horns on either side of it, curving outward. Scales cover the creature’s entire body, and it has a long tail. Valkith do not speak, but they understand the simple commands of their masters.
Combat A group of valkith, for the most part, uses tactics similar to those of a wolf or dog pack, making coordinated hit-and-run attacks to bring down a much larger foe. A lone valkith is more likely to use its phase into earth ability to hide in the ground and wait in ambush for prey. Energy Absorption (Su): Valkith absorb magical energy directed at them. Spells, spell-like abilities, and the spell-like effects of magic items directed at them are drawn harmlessly into their bodies. Even area spells and effects do not affect them, although they do not cancel out the effect for others in the area. Further, the creature feeds on the energy and uses it to heal its wounds. A wounded valkith gains 5 hit points per spell level absorbed. Thus, if a magister casts cold blast at a valkith, the hound heals 5 hit points. If the same magister uses a wand to cast sorcerous blast with three valkith in the area, each instantly heals 15 hit points. The energy absorption cannot raise a valkith over its normal hit point maximum. Magical energy can, however, restore a dead valkith to life. If a valkith reaches –13 hit points or is slain in some other way, two spell levels of magical energy will restore it to –12 hit points, no matter how long it’s been dead, as long as at least three-quarters of its body remains intact. Three spell levels will restore it to –12 and then heal it 5 points, bringing it to –7. Four levels will bring a dead valkith to –2, and so on. The only way to permanently destroy a valkith is to completely dismember, burn, or otherwise obliterate its body, using a method other than spells or spell-like abilities. A valkith within an area of continuous, natural magic, such as a power cyst (see “Magical Effects of the Land” in Chapter One of The Diamond Throne), has the fast healing 5 ability in