# Kezef the Chaos Hound
>[!rimg]+
> ![[Placeholder2.png]]
<div class="grid-container"><div class="MON">Kezef the Chaos Hound</div>
<div class="CR">CR 21 (409,600 XP)</div>
<div class="SOU">Champions of Ruin pg. 145</div>
<div class="SYS">Dungeons & Dragons 3.5</div></div>
CE Huge Outsider (chaotic, evil)
**Init** +27, fixed initiative
**Senses** darkvision 120 ft., emotional scent, low-light vision; **Perception** +39
**Aura** extinguishing aura (60 ft.)
#### defense
**AC** 33, 15 touch, 26 flat-footed (+7 Dex, +18 natural, –2 size)
**hp** 434 (28d10+280); fast healing 10
**Fort** +19, **Refl** +23, **Will** +24
**Feint** 49, **Demoralize** 46
**Defensive Abilities** vigilant
**DR** 15/adamantine and good; **SR** 32
**Immune** acid, petrification, poison; **Resist** cold 10, electricity 10, fire 10
#### offense
**Speed** 60 ft.
**Melee** bite +39 (2d8+19 plus 2d10 acid/19-20/×3), 2 claws +39 (2d6+13)
**Space** 15 ft., **Reach** 10 ft.
**Special Attacks** breath weapon (30-foot cone, DC 34 Reflex half, 6d10 acid, usable every 1d4 rounds), corrosive slime, powerful jaws, terrifying howl
**Spell-Like Abilities** (CL 30th; Concentration +35)
> **At will**— _air walk_, _greater invisibility_, _plane shift_ (DC 20)
#### statistics
**Str** 36, **Dex** 24, **Con** 31, **Int** 15, **Wis** 26, **Cha** 20
**BAB** +28, **CMB** +35, **CMD** 52, **TA** +39, **RTA** +33
**Feats** [[Ability Focus]] (terrifying howl), [[Blind-fight]], [[Cleave]], [[Combat Reflexes]], [[Great Cleave]], [[Improved Critical]] (bite), [[Improved Initiative]], [[Improved Natural Attack]] (bite), [[Improved Natural Attack]] (claw), [[Improved Sunder]], [[Power Attack]], [[Superior Initiative]], [[Vital Strike]], [[Weapon Focus]] (bite)
**Skills** Acrobatics +38 (50 when jumping), Intimidate +33, Knowledge (planes) +33, Perception +39, Sense Motive +39, Stealth +34, Survival +39, Swim +44
**Languages** Abyssal, Common
**SQ** apparate, flawless tracker
#### special abilities
### Apparate (Su)
Kezef can shift himself into a semi-real state as a move action. In this form, he is perceived as a ghostly blur that leaves behind a lingering scent of decay and a vague dread of darkened corners and howling in the night. He can move at near-limitless speed, appearing instantly at any point he desires as a move action. He can return to a fully material form as a free action.
This functions in a manner similar to _greater teleport_, except that spells and abilities that prevent teleportation (such as dimensional anchor) do not have any effect on this ability.
### Corrosive Slime (Ex)
Creatures that successfully strikes the Chaos Hound with a melee attack take 2d10 acid damage. The same slimy acid makes up Kezef's breath weapon and enhance his bite attack.
In addition to its initial damage, creatures exposed to this slime will take half damage at the start of their turn unless that slime is wiped away, cleaned off or neutralized. Wiping away the slime is a full round action that provokes an attack of opportunity.
### Emotional Scent (Ex)
Kezef can sniff out the emotions of any creature. This functions like scent, except that it keys on the psychic resonance of emotional energy. Creatures under an emotional effect (such as a barbarian's rage or spells with the emotion descriptor) is considered to have stench for the purposes of this ability. A creature that has been designated as the Chaos Hound's prey can be tracked at any range, and even across planar barriers.
### Extinguishing Aura (Ex)
The oxygen-deprived breath the Chaos Hound spews from his slavering maw extinguished flames in a manner similar to the _quench_ spell. All non-magical fires within 60 feet of the Chaos Hound are extinguished as soon as he moves into range due to the field, magical fires are affected as if by _dispel magic_. Creatures with the fire subtype who enter or start their turn in the aura take 10d6 damage. Casting a spell with the fire descriptor into the area of the extinguishing aura requires DC 34 caster level check, or else the spell is expended without effect.
### Flawless Tracker (Su)
The Chaos Hound can designate a single individual as his prey as an immediate action. Thereafter, the Chaos Hound will never fail to catch the creature's trail. As soon as he designates his prey, he knows the prey's birthplace and the location that they think of as home, and can use his plane shift and apparate abilities to go there. Spells of 8th level and lower are ineffective at hiding prey from the Chaos hound.
Once Kezef picks up a creature's scent, it is impossible to hide from him. He can track across worlds and planes as easily as a hunter tracks a bleeding deer.
### Powerful Jaws
The Chaos Hound's bite attack deals 1-1/2 times Strength damage and ×3 damage on a critical hit.
### Terrifying Howl (Su)
The Chaos Hound is so named for his terrifying howl that causes panic and confusion to all who hear it. Kezef can howl as a standard action, and all creatures within 120 feet must succeed at a DC 29 Will save or be confused for 2d6 rounds, and must succeed on a second DC 31 Will save or be panicked for 2d6 rounds. The save DC is Charisma-based.
### Vigilant (Ex)
The Chaos Hound has a +12 racial bonus to initiative, and can never be surprised. He is also treated as always having rolled a 10 on his initiative check.
#### ecology
**Terrain** Any
**Organization** Solitary
**Treasure:** None
**Advancement** None
Kezef the Chaos Hound, the Ravager of Heavens, is a putrid creature made-of pure hatred that roams the Outer Planes eating the souls of the faithful.
### Combat
Kezef prefers to begin combat by howling to confuse and separate his opponents. He follows up with a blast of his acidic breath weapon before wading into melee combat, crunching sinew and bone with his powerful jaws. He does not fear melee because the maggots that form his body can part to avoid blows as well as splash his enemies with scalding slime.
He does not normally fight while invisible, since he enjoys the terror his form causes other creatures. He will go invisible against opponents that have the capability to damage him, and he will not hesitate to retreat via apparate or _plane shift_ in order to save his hide.