Those who don’t understand the true nature of canomorphs often incorrectly identify them as fiendish lycanthropes. The canomorph is not a true lycanthrope; it is a fiendish hound (either a hell hound, vorr, or shadow mastiff ) that has learned to assume humanoid form. Created by devil and demon lords to serve as intelligent trackers and guardians, canomorphs often journey to the Material Plane to undertake diabolical missions for their infernal masters.
An intense rivalry among the three subraces divides canomorphs from each other. All three fill similar roles in the Lower Planes, so there is intense competition for dominance. The haraknins are the physically weakest of the three, but they are also the most numerous and tenacious. The shadurakuls are the strongest and most dangerous canomorphs, but they are few in number. Between the two are the shadowy vultivors, who are for now content to remain in hiding and let their more aggressive kin tear at each other.
Canomorphs have all the abilities and characteristics of their hound form (hell hound for haraknins, shadow mastiff for shadurakuls, or vorr for vultivors), plus class levels learned in their humanoid form. Canomorphs can change form at will from their hound form to a humanoid form—usually human, although other races are possible. They infiltrate humanoid settlements in this guise, but often revert to their natural forms to attack.
Change Shape (Su): A canomorph can assume the form of any Small, Medium or Large humanoid. It retains the extraordinary attacks of its original form regardless of its new form. Changing shape to or from its original form requires a move action. See Change Shape.
Command Fiendish Hound (Sp): All canomorphs can use greater command at will against fiendish hounds of their associated kind (hell hounds for haraknins, shadow mastiffs for shadurakuls, and vorrs for vultivors). These creatures will never voluntarily attack a canomorph of the associated kind.
The statistics block below contains details for more than one shape of haraknin. Use the horizontal scrollbar below it to display the desired one or select from the links below that.
| Humanoid Form Medium Outsider (Evil, Extraplanar, Fire, Lawful, Shapechanger) |
Hell Hound Form Medium Outsider (Evil, Extraplanar, Fire, Lawful, Shapechanger) |
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|---|---|---|
| Hit Dice: | 4d8+8 plus 2d12+4 (43 hp) | 4d8+8 plus 2d12+4 (43 hp) |
| Initiative: | +6 | +6 |
| Speed: | 40 ft. (8 squares) | 50 ft. (10 squares) |
| Armor Class: | 21 (+2 Dex, +5 natural, +4 chain shirt), touch 12, flatfooted 19 | 17 (+2 Dex, +5 natural), touch 12, flat-footed 15 |
| Base Attack/Grapple: | +6/+9 | +6/+9 |
| Attack: | Masterwork scimitar +10 melee (1d8+4/18–20) | Bite +9 melee (1d8+4) |
| Full Attack: | Masterwork scimitar +10/+5 melee (1d8+4/18–20) | Bite +9 melee (1d8+4) |
| Space/Reach: | 5 ft./5 ft. | 5 ft./5 ft. |
| Special Attacks: | Breath weapon, rage | Breath weapon, rage |
| Special Qualities: | Alternate form, command hell hounds, darkvision 60 ft., fast movement, fire subtype, scent, uncanny dodge | Alternate form, command hell hounds, darkvision 60 ft., fast movement, fire subtype, scent, uncanny dodge |
| Saves: | Fort +6, Ref +6, Will +5 | Fort +6, Ref +6, Will +5 |
| Abilities: | Str 16, Dex 14, Con 15, Int 6, Wis 12, Cha 4 | Str 16, Dex 14, Con 15, Int 6, Wis 12, Cha 4 |
| Skills: | Hide +12, Jump +8, Listen +11, Move Silently +12, Spot +9, Survival +8; racial bonuses | Hide +14, Jump +10, Listen +11, Move Silently +14, Spot +9, Survival +8; racial bonuses |
| Feats: | Improved Initiative, Run, Track [bonus], Weapon Focus (scimitar) | Improved Initiative, Run, Track [bonus], Weapon Focus (scimitar) |
| Environment: | Any land and underground | Any land and underground |
| Organization: | Solitary, pair, or pack (5–12) | Solitary, pair, or pack (5–12) |
| Challenge Rating: | 5 (3 + class level) | 5 (3 + class level) |
| Treasure: | Standard | Standard |
| Alignment: | Always lawful evil | Always lawful evil |
| Advancement: | By character class | By character class |
| Level Adjustment: | +3 | +3 |
Humanoid Form • Hell Hound Form
A haraknin can assume a variety of appearances with its alternate form, but it strongly favors humans or half-orcs with hair the color of flame, smoldering red eyes, and wiry rust-colored hair all over its body. A faint smell of brimstone clings to its humanoid form, and it tends to be ill-tempered and violent.
Haraknins speak Common and Infernal.
The haraknin described here is based on an exceptional 2nd-level hell hound barbarian. The haraknin is an aggressive combatant and favors sudden charges out of ambush in either form. It prefers to hunt in its hell hound form in order to cover ground faster, assuming its humanoid form to close in when its prey seeks shelter in places where the canomorph’s hound form would not be welcomed.
Breath Weapon (Su): Cone of fire, 30 feet every 2d4 rounds, damage 1d4+1, Reflex half DC 14 (16 when raging). The haraknin’s fiery breath ignites any flammable materials within the cone. The creature can use its breath weapon while biting and in either form.
Rage (Ex): Once per day this haraknin can fly into a frenzy, raging like a barbarian. For 7 rounds, the haraknin gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but takes a –2 penalty to Armor Class. For the haraknin in humanoid form, the following changes are in effect as long as the rage lasts: HD 4d8+16 plus 2d12+8 (55 hp); AC 19, touch 10, flat-footed 17; Base Attack/Grapple +6/+11; Full Attack masterwork scimitar +12/+7 melee; Damage masterwork scimitar 1d8+6; SV Fort +8, Will +7; Str 20, Con 19; Jump +10.
For the haraknin in hell hound form, the following changes are in effect as long as the rage lasts: HD 4d8+16 plus 2d12+8 (55 hp); AC 15, touch 10, flat-footed 13; Base Attack/Grapple +6/+11; Full Attack bite +11 melee; Damage bite 1d8+6; SV Fort +8, Will +7; Str 20, Con 19; Jump +12.
The creature is fatigued at the end of the rage (–2 to Strength, –2 to Dexterity, can’t charge or run) for the duration of that encounter.
Skills: Haraknins have a +5 racial bonus on Hide and Move Silently checks. They also have a +8 racial bonus on Survival checks when tracking by scent, due to their keen sense of smell.
A haraknin’s favored classes are barbarian and ranger. A haraknin character begins with 4 Hit Dice for being a hell hound (refer to the hell hound for ability scores, feats, and skills), and its level adjustment is +3. A haraknin PC’s effective character level (ECL) is equal to its class level +7. Because canomorphs are exceptional examples of fiendish hounds, the haraknin described above applies the hell hound’s ability score modifiers to the elite array of ability scores (15, 14, 13, 12, 10, 8).
The statistics block below contains details for more than one shape of shadurakul. Use the horizontal scrollbar below it to display the desired one or select from the links below that.
| Humanoid Form Medium Outsider (Evil, Extraplanar, Shapechanger) |
Shadow Mastiff Form Medium Outsider (Evil, Extraplanar, Shapechanger) |
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|---|---|---|
| Hit Dice: | 4d8+20 plus 6d10+30 (99 hp) | 4d8+20 plus 6d10+30 (99 hp) |
| Initiative: | +7 | +7 |
| Speed: | 20 ft. (4 squares) (full plate armor); base 30 ft. | 50 ft. (10 squares) |
| Armor Class: | 23 (+1 Dex, +3 natural, +9 full plate +1), touch 11, flat-footed 20 | 16 (+3 Dex, +3 natural), touch 13, flat-footed 13 |
| Base Attack/Grapple: | +10/+15 | +10/+15 |
| Attack: | Spiked chain +2 +18 melee (2d4+11) | Bite +15 melee (1d6+6) |
| Full Attack: | Spiked chain +2 +18/+13 melee (2d4+11) | Bite +15 melee (1d6+6) |
| Space/Reach: | 5 ft./5 ft. | 5 ft./5 ft. |
| Special Attacks: | Bay, trip | Bay, trip |
| Special Qualities: | Alternate form, command shadow mastiffs, shadow blend, scent | Alternate form, command shadow mastiffs, shadow blend, scent |
| Saves: | Fort +9, Ref +7, Will +5 | Fort +9, Ref +7, Will +5 |
| Abilities: | Str 21, Dex 16, Con 21, Int 8, Wis 14, Cha 10 | Str 21, Dex 16, Con 21, Int 8, Wis 14, Cha 10 |
| Skills: | Hide +4, Intimidate +6, Jump +6, Listen +9, Move Silently +4, Search +6, Spot +9, Survival +9; racial bonuses | Hide +10, Intimidate +6, Jump +12, Listen +9, Move Silently +10, Search +6, Spot +9, Survival +9; racial bonuses |
| Feats: | Combat Reflexes, Dodge, Exotic Weapon Proficiency (spiked chain), Improved Initiative, Mobility, Spring Attack, Track [bonus], Weapon Focus (spiked chain), Weapon Specialization (spiked chain) | |
| Environment: | Any land and underground (Gehenna) | Any land and underground (Gehenna) |
| Organization: | Solitary, pair, or pack (3–12) | Solitary, pair, or pack (3–12) |
| Challenge Rating: | 11 (5 + class level) | 11 (5 + class level) |
| Treasure: | Standard | Standard |
| Alignment: | Always neutral evil | Always neutral evil |
| Advancement: | By character class | By character class |
| Level Adjustment: | +4 | +4 |
Humanoid Form • Shadow Mastiff Form
In its humanoid form, a shadurakul often appears as a barrel-chested human with inky, blue-black skin, no hair, and cold white eyes. Contemptuous of the weak and defenseless, a shadurakul rarely bothers to conceal its true nature, counting on its strength and ruthlessness to overwhelm its foes.
A shadurakul speaks Common, Infernal, and Abyssal.
The shadurakul described here is based on an exceptional 6th-level shadow mastiff fighter. A powerful and intimidating combatant, the shadurakul is a remorseless and determined tracker who prefers to wear down its prey with relentless and unforgiving pursuit. Strong and skillful in combat, the shadurakul uses its Spring Attack and Combat Reflexes feats to excellent advantage, wielding a magic spiked chain.
Bay (Su): When a shadurakul howls, all creatures except evil outsiders in a 300-foot spread must succeed on a Will save (DC 16) or become panicked 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.
Trip (Ex): A shadurakul that hits with a bite attack can attempt to trip its opponent 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 shadurakul. The shadurakul can only attempt to trip in this manner while in its shadow mastiff form.
Shadow Blend (Su): In any condition of illumination other than full daylight, a shadurakul can 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.
Skills: A shadurakul has a +4 racial bonus on Survival checks when tracking by scent.
A shadurakul’s favored class is fighter. A shadurakul character begins with 4 Hit Dice for being a shadow mastiff (refer to the shadow mastiff for ability scores, feats, and skills), and its level adjustment is +4. A shadurakul PC’s effective character level (ECL) is equal to its class level +8. Because canomorphs are exceptional examples of extraplanar hounds, the shadurakul described above applies the shadow mastiff’s ability score modifiers to the elite array of ability scores (15, 14, 13, 12, 10, 8).
The statistics block below contains details for more than one shape, size, or type of this creature. Use the horizontal scrollbar below it to display the desired one or select from the links below that.
| Humanoid Form Medium Outsider (Chaotic, Evil, Extraplanar, Shapechanger) |
Vorr Form Medium Outsider (Chaotic, Evil, Extraplanar, Shapechanger) |
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|---|---|---|
| Hit Dice: | 3d10+9 plus 5d6+15 (54 hp) | 3d10+9 plus 5d6+15 (54 hp) |
| Initiative: | +10 | +10 |
| Speed: | 30 ft. (6 squares) | 40 ft. (8 squares) |
| Armor Class: | 21 (+6 Dex, +3 natural, +2 leather), touch 16, flat-footed 21 | 19 (+6 Dex, +3 natural) touch 16, flat-footed 19 |
| Base Attack/Grapple: | +6/+9 | +6/+9 |
| Attack: | Rapier +1 +10 melee (1d6+3/18–20) | Bite +9 melee (2d4+3) |
| Full Attack: | Rapier +1 +10/+5 melee (1d6+3/18–20) | Bite +9 melee (2d4+3) and 2 claws +4 melee (1d3+1) |
| Space/Reach: | 5 ft./5 ft. | 5 ft./5 ft. |
| Special Attacks: | Sneak attack +5d6 | Sneak attack +5d6 |
| Special Qualities: | Alternate form, command vorrs, evasion, outsider traits, scent, shadow form, shadow jump, trap sense, uncanny dodge | Alternate form, command vorrs, evasion, outsider traits, scent, shadow form, shadow jump, trap sense, uncanny dodge |
| Saves: | Fort +7, Ref +12, Will +3 | Fort +7, Ref +12, Will +3 |
| Abilities: | Str 16, Dex 23, Con 16, Int 11, Wis 13, Cha 12 | Str 16, Dex 23, Con 16, Int 11, Wis 13, Cha 12 |
| Skills: | Balance +13, Climb +8, Hide +17, Jump +10, Listen +12, Move Silently +17, Search +4, Spot +15, Survival +6, Tumble +13; racial bonuses | Balance +13, Climb +8, Hide +17, Jump +10, Listen +12, Move Silently +17, Search +4, Spot +15, Survival +6, Tumble +13; racial bonuses |
| Feats: | Alertness, Blind-Fight, Improved Initiative | Alertness, Blind-Fight, Improved Initiative |
| Environment: | Any land and underground (Abyss) | Any land and underground (Abyss) |
| Organization: | Solitary, pair, or pack (3–12) | Solitary, pair, or pack (3–12) |
| Challenge Rating: | 9 (class level + 4) | 9 (class level + 4) |
| Treasure: | Standard | Standard |
| Alignment: | Always chaotic evil | Always chaotic evil |
| Advancement: | By character class | By character class |
| Level Adjustment: | +4 | +4 |
Humanoid Form • Vorr Form
Like other canomorphs, a vultivor can appear as any humanoid. Grayish skin, black and hungry eyes, and a long, lupine face often mark its humanoid guises. It tends to be cruel and subtle, taking great pleasure in the misfortunes of others.
A vultivor speaks Common and Abyssal.
The vultivor described here is based on an exceptional 5th-level vorr rogue. Vultivors are stealthy and patient murderers, stalking their victims until they see an opportunity to make a sneak attack. A vultivor often shifts to its vorr form to speed its escape from the scene of a crime.
Trip (Ex): A vultivor that hits with a bite attack can attempt to trip its opponent 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 vultivor. The vultivor can only attempt to trip in this manner while in its vorr form.
Shadow Form (Su): Once per day, a vultivor can assume the form of a living shadow for up to 10 minutes. While in shadow form, the vultivor can move at normal speed on any surface, including walls and ceilings, and even across liquids. It can be detected by effects that detect thoughts, life, or presences (including true seeing); otherwise a vultivor gains a +15 circumstance bonus on Hide checks. While in shadow form, a vultivor gains damage reduction 15/epic and is immune to blindness, critical hits, damage to ability scores from nonmagical attacks, deafness, disease, drowning, poison, and stunning. It takes half damage from fire and acid.
Shadow Jump (Su): As a standard action, a vultivor can travel between shadows as if by a dimension door spell. The starting and ending point of the jump must be in shadow and must be at least 10 feet apart. This is a standard action, and can be used for a total of 160 feet per day.
Skills: Vultivors have a +8 racial bonus on Survival checks when tracking by scent.
A vultivor’s favored class is rogue. A vultivor character begins with 3 Hit Dice for being a vorr (refer to the vorr entry for ability scores, feats, and skills), and its level adjustment is +4. A vultivor PC’s effective character level (ECL) is equal to its class level + 7. Because canomorphs are exceptional examples of fiendish hounds, the vultivor described above applies the vorr’s ability score modifiers to the elite array of ability scores (15, 14, 13, 12, 10, 8).
Source: Fiend Folio, page 25. Changes applied as per the D&D® v.3.5 Accessory Update. The damage reduction for the shadow form special quality was changed in the same manner as it was for the vorr.