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Hound Of Tindalos

Lean and athirst, the hounds of Tindalos are drawn to those who tamper with the flow of time, travel through time, or use magic or rare alchemical drugs to send their thoughts or perception back or forward in time. Powerful spellcasters can draw them from the Dimension of Time via rare rituals, but doing so attracts the hounds' ire, so few who traffic in such rituals live long enough to spread their knowledge. While the hounds possess great cunning and cruel intellect, they rarely interact with other creatures—other than to hunt and destroy those who have attracted their unblinking attention.

Once a hound catches scent of a mortal to hunt, it calls others of its ilk. The pack then pursues its victim through all space and time until it catches, slays and devours them. Those pursued can escape only by avoiding all angles, as hounds of Tindalos could step through them from nothingness at any time.

Recall Knowledge - Aberration (Occultism): DC 28

Hound Of TindalosCreature 7

RareNEMediumAberrationTime
Source Bestiary 2 pg. 146
Perception +17; greater darkvision
Languages Aklo
Skills Acrobatics +17, Athletics +15, Occultism +17, Stealth +17, Survival +13 (+17 to Track)
Str +4, Dex +6, Con +2, Int +6, Wis +4, Cha +2
AC 25; Fort +13, Ref +17, Will +15
HP 90; Immunities controlled, emotion; Resistances mental 10, poison 10, physical 10
Otherworldly Mind (mental) Whenever a creature targets the hound with a mental effect,
that creature takes 4d6 mental damage (DC 25 basic Will save). On a critical failure, it
also becomes confused for 1d4 rounds.
Ripping Gaze (aura, evocation, occult, visual) 30 feet. The hound of Tindalos's eyes glow balefully, causing painful but bloodless wounds to rip open in the body of a creature that meets its awful gaze. When a creature ends its turn in the aura's emanation, it takes 4d6 slashing damage (DC 25 basic Fortitude save). A creature that critically succeeds at its save is temporarily immune for 24 hours.
Vulnerable to Curved Space When a hound of Tindalos is not adjacent to a structural angle of 90º (or more acute), its resistance to physical damage is suppressed and it becomes sickened 1. It can't recover from this sickened condition, but the condition ends automatically once the hound is again adjacent to a suitable angle.
Speed 30 feet, fly 30 feet
Melee Single ActionSingle Action jaws +17 [+12/+7], Damage 2d10+7 piercingMelee Single ActionSingle Action claw +17 [+13/+9] (agile), Damage 2d8+7 slashingOccult Innate Spells DC 21; 8th discern location; 4th dimensional anchor; 3rd haste, slow; 2nd invisibility (self only)
Angled Entry Single ActionSingle Action The hound of Tindalos casts a 4th-level dimension door spell, but it must transport itself into a space adjacent to an angle of 90º (or more acute) in the structure or environment around it. For example, it could teleport to a space adjacent to a wall (using the angle between the wall and floor) or a corner in a room, or adjacent to a sizable tree growing straight up out of the ground, but not to a flat plain or a room with only curved corners and edges.
Once per day, the hound can use this ability to plane shift to or from the Dimension of Time, with the same restrictions on what angles it can appear next to.

Sidebar - Additional Lore Tindalos

Ancient texts refer to these relentless temporal hunters as the hounds of Tindalos, yet they never seem to explore what Tindalos actually is. In some references, the implication is that Tindalos is one of the Great Old Ones or Outer Gods, but if this is the case, it is among the most obscure of these entities. Other tomes refer as Tindalos as a location, perhaps even a city or nation that once existed before time began and that can be reached only by methods impossible for any creature bound by the laws of time. In all likelihood, both and neither are right—what Tindalos is may simply be impossible for mortal minds to comprehend.