HYENA CR 1

XP 400

Augment summoning fiendish hyena

CN Medium animal

Init +2; Senses darkvision 60 ft., low-light vision, scent, Perception +7

DEFENSE

AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)

hp 17 (2d8+8)
Fort +7, Ref +5, Will +1
DR 3/good

Resist cold 5, fire 5; SR 6

OFFENSE
Speed 50 ft.
Melee bite +5 (1d6+6 plus trip)
Special Attacks Smite Good, Trip
STATISTICS
Str 18, Dex 15, Con 19, Int 2, Wis 13, Cha 6
Base Atk +1; CMB +5; CMD 17 (21 vs. trip)

Feats Alertness

Skills Acrobatics +2, Acrobatics (Jump) +10, Appraise -4, Bluff -2, Climb +4, Craft (Untrained) -4, Diplomacy -2, Disguise -2, Escape Artist +2, Fly +2, Heal +1, Intimidate -2, Perception +7, Perform (Untrained) -2, Ride +2, Sense Motive +3, Stealth +6, Stealth (In tall grass) +10, Survival +1, Swim +4

SQ darkvision, low-light vision, scent,

SPECIAL ABILITIES

Darkvision (Ex) Range 60; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.

Low-Light Vision (Ex) You can see 2x as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-light vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.

Resistance to Cold (Ex) You may ignore 5 points of Cold damage each time you take cold damage.

Resistance to Fire (Ex) You may ignore 5 points of Fire damage each time you take fire damage.

Scent (Ex) You can detect approaching enemies, sniff out hidden foes, and track by sense of smell. You can identify familiar odors just as humans do familiar sights. You can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. When you detect a scent, the exact location of the source is not revealed--only its presence somewhere within range. You can take a move action to note the direction of the scent. When you are within 5 feet of the source, you pinpoint the source's location. You can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry's odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill. When tracking by scent you ignore the effects of surface conditions and poor visibility.

Smite Good (Su) 1/day as a swift action. Add +0 to attack rolls and +2 damage bonus against good foes; smite persists until target is dead or the fiendish creature rests.

Trip (Ex) You can attempt to trip your opponent as a free action without provoking an attack of opportunity if you hit with the specified attack. If the attempt fails, you are not tripped in return.