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.
As a summoned, template, creature, this creature has several changes. Anything noted with  is what it gains from the template associated with the summoners’ alignment. Divine is always listed first, and Unholy afterwards.
N Medium Divine / Unholy Animal [(holy/shadow)]
Init +8; Senses Darkvision 60 ft. [-/darkvision 120 ft. and see in darkness], low-light vision, scent; Perception +18
[Aura Sacred Aura/Profane Aura]
AC 22, touch 14; flat-footed 18 (+4 Dex, +8 natural)
hp 100 (12d8+48), fast healing 7;
Fort +12, Ref +12, Will +7
Resist Fire 10, Holy 10, [holy 15/shadow 15]
Weakness Ice, [shadow/holy]
Speed 40 ft. [50ft]
Melee 2 Claws +14 (1d6+5 [+2d6 holy/shadow] plus grab), Gore +15 (2d6+5 [+2d6 holy/shadow] plus trip when charging), Sting +12 (1d4+2 [+2d6 holy/shadow] plus poison)
Space 5 ft.; Reach 5 ft. (10 ft. for Gore)
Special Attacks Powerful Charge, Pounce, Rake (2 claws +14, 1d6+5), Throat-Rip, [Sacredness, Radiant Blast/Profane Attacks, Twilight Blast]
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
A yellowtooth can make a full attack when it makes a charge attack.
Powerful Charge (Ex)
A yellowtooth, when it makes a charge attack, he also deals double damage with his gore attack and gains a free action to do a trip combat maneuver. On a failed combat maneuver check, the yellowtooth is not tripped in return. This ability works only on creatures of a size equal to or smaller than the yellowtooth.
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 + damage dealt) or dies. Opponents killed in this manner cannot be raised, but Arise, Full-Life, or the like can restore the slain creature to life.
Divine – Sacred Aura (Su)
A divine creature emits supernatural light in a 10-foot radius around it. All those within the area of effect take 3d6 holy damage. A divine creature can suppress or resume the use of this ability as a free action.
Divine – Radiant Blast (Su)
Once per day, a divine creature can increase the radiance of its form and release it in a cone-shaped blast to a range of 60 feet that deals 2d6 points of holy damage and blinds any creature in the area for 1d4+1 rounds. Affected creatures can make a successful Reflex save (DC 20) to halve the damage and avoid being blinded. The save DC is Constitution-based.
Divine – Sacredness (Su)
Each of a divine creature’s melee attacks with a natural or manufactured weapon deal +50% more holy damage against creatures of evil alignment. All of its natural and manufactured weapons are treated as good-aligned for overcoming damage reduction.
Unholy – Profane Aura (Su)
An unholy creature emits supernatural darkness in a 10-foot radius around it. All those within the area of effect take 3d6 shadow damage. An unholy creature can suppress or resume the use of this ability as a free action.
Unholy – Twilight Blast (Su)
Once per day, an unholy creature can increase the darkness of its form and release it in a line blast to a range of 80 feet that deals 2d6 points of shadow damage and silences any creature in the area for 1d2+1 rounds. Affected creatures can make a successful Reflex save (DC 20) to halve the damage and avoid being silenced. The save DC is Constitution-based.
Unholy – Profane Attacks (Su)
Each of an unholy creature’s melee attacks with a natural or manufactured weapon deal +50% more shadow damage against creatures of good alignment. All of its natural and manufactured weapons are treated as evil-aligned for overcoming damage reduction.