Hobbe Hound
Source: Starfinder #34: We’re No Heroes
CR: 2 XP: 600
N Medium animal
Init.: +2 Senses: blindsense (scent) 30 ft., low-light vision Perception: +7
Defense
HP: 24
EAC: 13 KAC: 15
Fort: +6 Ref: +6 Will: +1
Offense
Speed: 40 ft.
Melee: bite +10 (1d6+5 P plus grab; critical bleed 1d4)
Offensive Abilities: worry (DC 11)
Statistics
Str: +4 Dex: +2 Con: +1 Wis: +0 Int: -4 Cha: -1
Skills: Acrobatics +7, Athletics +7, Stealth +12
Ecology
Environment: any
Organization: solitary, pair, pack (3–6), or hunting party (2–4 plus 2–12 hobgoblin troopers)
Special Abilities
<p><b>Chemical Intolerance (Ex)</b> Due to generations of experimentation, a hobbe hound’s blood is a cocktail of unstable chemicals that reacts unpredictably to certain pharmaceuticals. When a hobbe hound is injected with a medicinal (usually requiring a successful melee attack against its KAC by a foe), it immediately takes an amount of damage equal to 1d6 × the medicinal’s tier, in addition to the medicinal’s usual effects.<br/> <b>Skin Secretions (Ex)</b> A hobbe hound’s skin releases an oily residue that makes it difficult to keep hold of or trap. A hobbe hound gains a +4 circumstance bonus to Acrobatics checks to escape.<br/> <b>Worry (Ex)</b> As a reaction, when a hobbe hound successfully grabs a Medium or smaller creature with its bite attack, it can violently shake the grabbed creature. A creature shaken in this way gains the off-target condition for 1d3+1 rounds. The creature can reduce this time to 1 round by succeeding at a DC 11 Fortitude saving throw.</p>