Slightly jaundiced variant of the voretooth. It stalks the Alstor Slough, waiting for its prey to get stuck in the muck, then launching a pack-wide attack. The threat of a yellowtooth ambush has scared many would-be anglers away from Neeglyss Pond in recent years, but the Hunters are hoping to rectify the situation at long last.
Yellowtooth (CR 8)
N Medium Animal
Init +8; Senses Darkvision 60 ft., low-light vision, scent; Perception +18
AC 23, touch 14; flat-footed 19 (+4 Dex, +9 natural)
hp 100 (12d8+48), fast healing 7;
Fort +12, Ref +12, Will +7
Resist Fire 10, Holy 10
Speed 40 ft.
Melee 2 Claws +14 (1d6+5 plus trip and grab), Gore +15 (2d6+5), Sting +12 (1d4+2 plus poison)
Space 5 ft.; Reach 5 ft. (10 ft. for Gore)
Special Attacks Impaled Pounce, Rake (2 claws +14, 1d6+5), Throat-Rip
Str 20, Dex 18, Con 18, Int 2, Wis 16, Cha 8
Base Atk +9; CMB +14 (+18 grapple); CMD 28 (33 vs. trip)
Feats Combat Reflexes, Improved Initiative, Multiattack, Power Attack, Skill Focus (Perception), Weapon Focus (Gore)
Skills Acrobatics +13, Perception +15, Stealth +13, Swim +16; Racial Modifiers +4 Perception, +4 Survival when tracking by scent
Impaled Pounce (Ex)
A yellowtooth can make a full attack (including its rake attack) when it makes a charge attack, he also deals double damage with his tusks.
Sting — injury; save Fort DC 20; frequency 1/round for 4 rounds; effect 1d6 non-elemental damage; cure 1 save.
As a full-round action, a yellowtooth can deliver a coup de grace against a helpless opponent. If the victim survives the attack, he must succeed on a Fortitude save (DC 10 + half of damage dealt from gore) or dies. Opponents killed in this manner cannot be raised, but Arise, Full-Life, or the like can restore the slain creature to life.