Cannomorph, ShadurakulHD:d10
Level | BAB | Fort | Ref | Will | Feature |
1 | +1 | +2 | +2 | +0 | Shadurakul Body, Humanoid Form, Lesser Shadow Blend, +1 Str |
2 | +2 | +3 | +3 | +0 | Scent, Lesser Bay, +1 Con, +1 Str |
3 | +3 | +3 | +3 | +1 | Opportunistic Trip, Shadow Blend, +1 Str |
4 | +4 | +4 | +4 | +1 | Greater Bay, +1 Str |
5 | +5 | +4 | +4 | +1 | On a Mission from The Shadow Plane, Command Shadow Mastiff, +1 Con, +1 Str |
Skills: 4+int modifier per level, quadruple at first level. Class skills: Apraise, Balance, Climb, Craft, Disguise, Intimidate, Gather Information, Jump, Knowledge(any), Listen, Profession, Spot, Survival, Use Rope, Tumble
Proficiencies: Simples weapons, Light and Medium Armor, Martial weapons, one Exotic weapon of its choice plus its own Natural Weapons.
Features:Shadurakul Body: The Cannomorph, Shadurakul loses all other racial bonuses, and gains outsider traits (basically darkvision 60 feet) and the extraplanar subtype. It is medium outsider with a base speed of 40 feet and, a primary natural bite attack dealing 1d6+1,5 Str mod damage. It also gains gains natural armor bonus equal to its Con bonus.
Humanoid Form: At will as a move action the canomorph can assume small or medium humanoid form at will. It retains its ability scores, extraordinary abilities and supernatural abilities and gains a +10 racial bonus to Disguise checks to pass as a humanoid. It loses its natural attacks and any extra movement speeds besides base speed, which becomes 30 feet for a medium form, or 20 feet for a small form. Equipment doesn't change along you.
Lesser Shadow Blend: During any conditions other than full daylight, the Cannomorph, Shadurakul can partially disappear into the shadows, giving it concealment. Artificial illumination, even a light or continual flame spell, does not negate this ability. A daylight spell, however, will.
Ability Score Increase: The Cannomorph, Shadurakul gains +1 Str at all levels, plus +1 Con at levels 2, 4 and 5, for a total of +5 Str, +3 Con at 5th level.
Scent: At 2nd level the Shadurakul gains the Scent extraordinary ability.
Lesser Bay: At 2nd level the Shadurakul can as a standard action bay at a creature whitin 60 feet per class level plus 30 feet per other HD. If it is not an evil outsider, they must succeed on a Will save DC 10+1/2 HD+Con mod or become Shaken for 2d4 rounds. This is a sonic, mind-affecting effect. Whether or not the save is successful, an affected creature is immune to that shadurakul's bay for one day.
Opportunistic Trip: At 3rd level a Shadurakul that hits with a bite attack can attempt to trip the opponent as a free action whitout making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip back. In addition the Shadurakul can now use its Dex mod instead of its Str mod in all Trip checks. Flying creatures tripped by the Shadurakul cannot move from their current position in the next round, even if they have magic flight. This cannot be used in Humanoid form.
Shadow Blend: At 3rd level during any conditions other than full daylight, the Cannomorph, Shadurakul can partially disappear into the shadows, giving it total concealment. Artificial illumination, even a light or continual flame spell, does not negate this ability. A daylight spell, however, will. This supersedes Lesser Shadow Blend.
Greater Bay: At 4th level creatures failing their save against the Shadurakul’s bay become panicked instead of Shaken. In addition while on humanoid form, the Shadurakul gains a racial bonus on Survival checks when tracking by Scent equal to its Shadurakul level plus half its other HD.
On a Mission from The Shadow Plane: Created by dark forces to serve as intelligent trackers and guardians, canomorphs often journey to the Material Plane to undertake demonic missions for their shadowy masters. At 5th level pick one of the following options. You can pick the other options by spending a feat in a 1-by-1 basis.
Strong Shadow- The Cannomorph, Haraknin can use its Humanoid Form ability and grab a weapon as a single immediate action, even if flat-footed, plus they can make an extra number of Aoos per round equal to their Str mod. In addition Cannomorph, Shadurakul levels now stack with Fighter levels for qualifying for feats that demand a specific fighter level.
Keep them Here-The Cannomorph, Shadurakul can move at normal speed whitout penalty while wearing medium or heavy armor, and adds its Str mod to Spot, Listen and Intimidate checks. In addition he can use Plane Shift as a SLA 1/day per 4 HD, but only between the material plane and the plane of Shadow. Only willing creatures may be transported by this. In addition if the Shadurakul has 11 HD or more, it can use this Plane Shift to go to any plane.
Brutal Bay-The Cannomorph, Shadurakul’s Bay can now affect all creatures (besides evil outsiders) in a spread with the same range. In addition of the Shadurakul has 13+HD, its Bay can now even affect creatures immune to mind-affecting, fear and/or sonic, but such targets gain a +5 bonus on their saves.
Command Shadow Mastiff: At 5th level at will a Cannomorph, Shadurakul can use Greater Command, except it only works against Shadow Mastiffs. Save DC 10+1/2 HD+Str mod. In addition Shadow Mastiffs will never voluntarily attack the Cannomorph, Shadurakul from now on.
The third Cannormorph, this one suposed to be more of the bully strong champion.
Pretty much like the Haraknin, the original one was basically a walking infernal beast . A Shadow Mastiff that can turn into humanoid with some fighter levels.
Fluff stilll cool, so I went with the whole "shadow fighter” aspect. Unlike the Vorr, the Shadurakul doesn’t care much about hiding and charges head on. Broke down the bay on steps, also that's a pretty nasty area effect on the original monster.
Generic shadow dog for the pic since it seems like nobody ever made a picture of the Shadurakul.
So if you want to play an antropormhic Shadow Mastiff, the Cannomorph, Shadurakul's for you!