Hit Dice: 2d12 (13 hp)
Speed: 40 ft. (8 squares)
Armor Class: 14 (+2 Dex, +2 natural), touch 12, flat-footed 12
Base Attack/Grapple: +1/+3
Attack: Bite +3 melee (1d6+3 plus paralysis)
Full Attack: Bite +3 melee (1d6+3 plus paralysis)
Space/Reach: 5 ft./5 ft.
Special Attacks: Paralysis, trip
Special Qualities: Darkvision 60 ft., scent, undead traits
Saves: Fort +0, Ref +2, Will +4
Abilities: Str 15, Dex 15, Con -, Int 2, Wis 12, Cha 6
Skills: Jump +6, Listen +4, Spot +3, Survival +1*
Organization: Solitary or pack (3-8)
Challenge Rating: 1
Alignment: Always chaotic evil
Advancement: 3 HD (Medium)
Level Adjustment: -
Large, gaunt dogs with green glowing eyes.
Cadaver dogs are created whenever wild dogs scavenge on the dead bodies of evil beings. They slowly become undead beings with a hunger for decaying flesh. Because of this, they are usually found at the sites of recent battles and graveyards.Combat
Normally cadaver dogs are content with scavenging, but if they outnumber potential live prey or if they smell fresh wounds they will attack. When attacking they will target either the smallest or the most wounded. They will attack this target with as many of the pack as they can with the remainder holding off any other opponents.
Paralysis (Ex): Those hit by a cadaver dog's bite attack must succeed on a DC 12 Fortitude save or be paralyzed for 1d4+1 rounds. Elves have immunity to this paralysis. The save DC is Charisma-based.
Trip (Ex): A cadaver dog that hits with a bite attack can attempt to trip the opponent (+1 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the cadaver dog.
Skills: Cadaver dogs have a +4 racial bonus on Jump checks. *Cadaver dogs have a +4 racial bonus on Survival checks when tracking by scent.