Mythic Hound of Tindalos

Mythic Hound of Tindalos CR 9/MR 3

XP 6,400
NE Medium outsider (evil, extraplanar, mythic, mythos)
Init +10/-10, bilocation; Senses darkvision 120 ft.; Perception +18


AC 24, touch 16, flat-footed 18 (+6 Dex, +8 natural)
hp 115 (10d10+60)
Fort +10, Ref +13, Will +8
DR 10/epic and magic; Immune mind-affecting effects, poison


Speed 40 ft.
Melee bite +16 (2d6+6), 2 claws +16 (1d8+6)
Special Attacks probability shift, mythic power (3/day, surge +1d6), ripping gaze, temporal retribution
Spell-Like Abilities (CL 10th; concentration +13)


Str 17, Dex 23, Con 16, Int 16, Wis 21, Cha 16
Base Atk +10; CMB +13; CMD 29 (33 vs. trip)
Feats Blind-Fight, Combat Reflexes, Improved Initiative, Vital Strike, Weapon Finesse MF
Skills Acrobatics +19 (+23 when jumping), Intimidate +16, Knowledge (arcana) +16, Knowledge (geography) +13, Knowledge (planes) +16, Perception +18, Sense Motive +18, Stealth +19, Survival +18; Racial Modifiers +4 Acrobatics when jumping
Languages Aklo
SQ angled entry, bilocation, otherworldly mind


Bilocation (Su)

At the start of its turn, a mythic hound of Tindalos can expend one use of its mythic power to translocate a copy of itself a few seconds into the future; this bilocation enables it to function as a singular creature in two places at the same time. The destination point of the future hound must meet the same criteria as described in the angled entry ability. This ability functions similar to the dual initiative ability, with the future mythic hound of Tindalos acting first and its original self acting on initiative count –20. The two hounds act separately in all ways, except they share one set of hit points and uses of mythic power and special abilities. Any damage from a successful attack that targets one is automatically applied to the other, though this does not apply to area effects that include both. The hounds makes their own separate attack rolls and saving throws, may provide flanking to one other and may take their own independent attacks of opportunity.

At the start of the hound’s next turn, the hound’s original self vanishes and it becomes a singular creature again in the location occupied by its future self. If a mythic hound of Tindalos is killed while using bilocation it becomes a singular creature again. The future mythic hound vanishes and a wave of paradox is unleashed in a 30-foot-radius spread around the original mythic hound. Creatures within this paradox wave become dazed for 1d4 rounds (DC 18 Will negates). Hounds of Tindalos are immune to this paradox wave. This is a mind-affecting effect. The save DC is Charisma-based.

Otherworldly Mind (Ex)

Any non-outsider attempting to read the thoughts of a hound of Tindalos or communicate with it telepathically takes 5d6 points of nonlethal damage and must make a DC 18 Will save or become confused for 2d4 rounds.

This is a mind-affecting effect. The save DC is Charisma-based.

Probability Shift (Su)

As a swift action, a mythic hound of Tindalos can expend one use of its mythic power in order to alter the laws of probability surrounding one creature within 30 feet for 1 round (DC 18 Will negates). If the save is failed, the target must roll twice for all ability checks, attack rolls, saving throws, or skill checks, taking the worse result. If the hound spends two uses of its mythic power, it can affect all enemies (and exclude its allies) within a 30-foot radius. The save DC is Charisma-based.

Ripping Gaze (Su)

5d6 slashing damage, 30 feet, Fortitude DC 18 negates. A creature that succeeds on its save is immune to that hound’s gaze for 24 hours. Damage caused by a ripping gaze bypasses all damage reduction except DR/epic. The save DC is Charisma-based.

Temporal Retribution (Su)

If a mythic hound of Tindalos is attacked by a creature that it has damaged since the beginning of its last turn with one of its melee attacks or its ripping gaze, as an immediate action the hound may spend one use of its mythic power to momentarily invert and loop the flow of time, causing that melee attack or ripping gaze effect to repeat itself.

The target takes the same amount of damage as it did from the previous attack or gaze (DC 18 Will half), and this damage occurs prior to that creature resolving its attack against the mythic hound of Tindalos. If damage from this ability results in the hound’s attacker being incapacitated, its attack is negated and a momentary paradox surge +confuses all creatures within 30 feet for 1 round unless they succeed on a DC 18 Will save.

Hounds of Tindalos are immune to this ability. The save DC is Charisma-based.

Warped Entry (Su)

Hounds of Tindalos move through the dimensions in ways other creatures cannot comprehend. They may use greater teleport (self only) once per round as a swift action and plane shift (self only) 3/day as a standard action (caster level 10th). A hound of Tindalos can use these powers anywhere, but its destination point must be adjacent to a fixed angle or corner in the physical environment, such as a wall, floor, or ceiling (as determined by the GM); temporary angles created by cloth, flesh, or small items are not sufficient.

It cannot use these abilities to enter curved architecture or open outdoor environments. Unlike a normal use of plane shift, a mythic hound of Tindalos can arrive as close to its intended destination point as it wants while still observing these limitations. In addition, when a mythic hound of Tindalos arrives in an area using angled entry, it deforms the angles of reality around itself, duplicating the effect of an entropic shield until the beginning of its next turn or until it moves more than 10 feet from the place it arrived. If the mythic hound of Tindalos expends one use of its mythic power when arriving, this effect duplicates mythic entropic shield.


Environment any
Organization solitary or pack (2–6 plus 2-6 common hounds of Tindalos)
Treasure none

This gaunt, long-limbed quadruped has huge, soulless eyes and a toothy maw. The lean creature moves with a predatory grace.

Hounds of Tindalos are otherworldly predators from beyond the bounds of known reality, usually appearing only when summoned by reckless spellcasters. Little is known about their nature outside of blood-spattered notes and deranged writings of the nearly insane survivors of their attacks. Although possessed of great cunning and cruel intellect, the hounds show no evidence of understanding or communicating with mortals. They enter the physical world on their own in pursuit of those who have trodden too much the netherways beyond time and reality—time travelers (be it physical travel or simply divinatory glimpses forward or backward in time) and creatures that teleport without regard to how this movement impacts subtle magical currents in the multiverse particularly draw their interest.

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.

Section 15: Copyright Notice

Mythos Monsters (PF1) © 2022, Legendary Games; Authors Jason Nelson, Jim Groves, Jonathan Keith, Tom Phillips, Alistair J. Rigg, and Greg A. Vaughan

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