Hounds of Space and Darkness
Three unusual dogs for the AD&D® game
by Stephen Inniss
 
GITH DOG Kaoulgrim Szarkel - XOTZCOYOTL
Dungeons & Dragons Advanced Dungeons & Dragons Monsters Dragon magazine The Dragon #117

The Monster Manuals <(I & II)> and FIEND
FOLIO® Tome offer a number of doglike
creatures, but the range of possibilities is
by no means exhausted. Each of the dogs
described below fills a heretofore unoccupied
niche in the AD&D® game world, and
can provide a dimension of interest in the
game beyond that of yet another monster
to be hacked into small bits.

Gith dogs
In the years immediately following their
emancipation from the illithids, or
mindflayers, the followers of Gith (the
githyanki and githzerai) acquired dogs
from the Prime Material Plane and began
to apply to them the same breeding techniques
that they had so painfully learned
from their former masters. The object of
this project was to produce a breed of dog
that would serve in a war of extermination
on the illithid race. Great importance was
attached to the production of these dogs,
so much so that when the githyanki/
githzerai split came, some called it the War
of Dogs. The two factions had already
diverged to the extent that they had separate
breeding programs, and each side
adopted the line it had bred as a symbol.
After the series of conflicts that sundered
the two races forever, the githyanki and
githzerai clans continued their breeding
programs, each claiming to follow the
precepts laid down by Gith, and each
reviling the other's perversion of doctrine.

Despite their long years of divergence,
the two kinds of dogs have a number of
features on common. Both have the senses
of their canine ancestors, so that a gith
dog gains a 20% bonus to its chances of
detecting otherwise hidden creatures by
scent, and a 20% bonus for its keen hearing
(see page 60 of the DMG). These
bonuses are cumulative where they are
applicable, and either may be halved or
doubled as conditions warrant. Gith dogs
can also track as an onyx dog can (DMG,
page 144). They gain a 50% bonus to their
chances of detecting or tracking illithids
by smell. In addition to this, gith dogs can
see invisible, astral, and ethereal creatures
and objects. Alert and silent, they surprise
opponents on a 1-4 and are themselves
surprised only on a 1.

Each gith dog has a latent degree of
psionic power which can be tapped under
certain conditions. The githyanki and
githzerai magic-users have a spell similar
to find familiar which they may cast either
for themselves or for other individuals. A
dog that is bound to a psionically endowed
master by this spell may serve as a storehouse
of psionic energy, holding up to 20
psionic strength points in the manner of
an ioun stone (DMG, page 147). These are
added to the master's strength total and
may be released to him or her so long as
the dog remains within 12?.

The bond has several other effects as
well within the 12? range. It allows telepathic
communication between hound and
master, including the transfer of sensory
information. The canine member of the
team is immune to mental attacks, including
charm, confusion, sleep, and hold
spells, as well as the effects of a psionic
blast. If the master succumbs to psionic
attack, though, the dog is also affected.
The two travel at the master's rate on the
Astral Plane, and the dog is included if its
master so desires when the psionic disciplines
of astral projection or psionic travel
are exercised, or when the master projects
onto the Prime Material Plane.

Beyond this 12? range, either member
of the team is aware of the direction (but
not the distance) of the other, regardless of
the separation between the two, as long as
they are on the same plane. However, the
stored ability points are not available to
the master in this case. If the dog is killed,
its master loses 40 psionic ability points
immediately; if the score is reduced to a
negative number, the master becomes
comatose until a positive total is reached
(strength points are regained in the
normal ways).

When they encounter illithids or other
psionically endowed foes, githyanki and
githzerai send their dogs into physical
combat while they batter down the psionic
defenses of the foe. Gith dogs are particularly
effective against illithids because
their heads are not so positioned that an
illithid can comfortably attack with its
tentacles (-4 on to-hit scores). The
mindflayers hate and fear these beasts,
and always retreat from them unless the
illithids have servants of their own who
can occupy the dogs.

Both kaoulgrim and szarkel (see below)
are taught to grasp their enemies and hold
on if so commanded. A hold is inflicted on
a successful attack roll of 4 or more over
the number needed to hit, and the victim
is thereafter considered to be held by one
leg, with combat penalties as given on
page 67 of the DMG. The dog inflicts half
its normal biting damage on each round
thereafter, with no ?to hit? roll required
for the attack.

Gith dogs are relatively rare even among
the githyanki and gifhzerai, each of which
is only 1% likely per level of experience to
have acquired one
 

Kaoulgrim (Canis astri)

FREQUENCY: Very rare
NO. APPEARING: Varies with masters
ARMOR CLASS: 4
MOVE: 15"//9"
HIT DICE: 5+5
% IN LAIR: Varies with masters
TREASURE TYPE: Nil
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 2-12
SPECIAL ATTACKS: Hold
SPECIAL DEFENSES: See text
MAGIC RESISTANCE: Standard
INTELLIGENCE: Semi-
ALIGNMENT: Neutral
SIZE: M
PSIONIC ABILITY: Nil
    Attack/Defense Modes: Nil
LEVEL/X.P. VALUE: IV | 225 + 6 per hp

The ultimate development of the githyanki
breeding pens was the kaoulgrim, a
massive, bearish dog with a shaggy coat,
powerful jaws, and a compact build. Precisely
what went into the making of the
breed is unknown, but it is strongly suspected
that the blood of creatures from
the Lower Planes flows in its veins. It
stands about 3? tall at the shoulder and
weighs 200-300 pounds. Kaoulgrim are
usually black, though golden-colored specimens
are not unknown. The heavy fur
forms a lionlike mane about the shoulders,
and it is often clipped in some decorative
pattern. The tongue and lips are black,
and the small black eyes reflect a reddish
light. The powerful voice is audible over
distances of more than a mile. Kaoulgrim
have a strong, musky, salty odor. These
dogs may be outfitted with ornamental
spiked collars if they have served well, or
with plate armor in the ornate githyanki
style. This armor confers AC 2 but limits
the movement rate to 12?.

Kaoulgrim are raised in githyanki colonies
on the Prime Material Plane, since the
nature of the Astral Plane does not allow
conception or growth. Weak or otherwise
unsatisfactory members of the litter are
killed as soon as their deficiencies become
apparent, and the remainder are pitted 
against various creatures in savage public 
contests at the end of their 1st year.  The 
survivors are matched to githyanki warriors, 
and, after the bonding ceremony, 
receive rigorous training over the course 
of the next 2 years, by which Time they 
are mature.  They then project with their 
masters onto the Astral Plane, where they 
serve indefinitely as GUARD and war dogs, 
aging only when they project with their 
masters onto some other plane.  Unbonded 
dogs may serve as guards and breeding 
stock in the githyanki colonies. 

Adult kaoulgrim are without exception 
vicious and mistrustful of strangers, 
though among themselves they are gregarious.  
They are tormented as pups by non-githyanki 
slaves as part of a program to 
instill this behavior.  Githyanki warriors 
have boasted that their kaoulgrim are fed 
on the flesh of illithids as well as on that of 
various human and demi-human races, 
and there is reason to believe that the 
latter claim at least is true.  What one of 
these dogs would be like if it were brought 
up away from githyanki influence in unknown, 
since no thief has succeeded in 
stealing a pup and lived to carry out the 
experiment. 

Szarkel (Canis chaosi)

FREQUENCY: Very rare
NO. APPEARING: Varies with masters
ARMOR CLASS: 4
MOVE: 24"//12"
HIT DICE: 4+1
% IN LAIR: Varies with masters
TREASURE TYPE: Nil
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 2-8
SPECIAL ATTACKS: Hold
SPECIAL DEFENSES: See text
MAGIC RESISTANCE: 10%
INTELLIGENCE: Semi-
ALIGNMENT: Neutral
SIZE: M
PSIONIC ABILITY: See text
    Attack/Defense Modes: See text
LEVEL/X.P. VALUE: IV | 205 + 5 per hp

The antecedents of the szarkel breed are
not known, though the blood of various
doglike creatures from the chaotic planes
was undoubtedly added to the line.
Szarkel are certainly well adapted to the
unpredictable planes of Limbo.

A szarkel stands 3? high at the shoulder
and may weigh 150 pounds or more. It is
of slender build, with a long muzzle, a 
long body and tail, and long legs.  The 
teeth are unnaturally sharp.  A szarkel's 
eyes are large and yellow, the pupil is a 
vertical slit.  The normal coat is short and 
gray, but these dogs have a limited polymorph 
ability that allows them to alter the 
color, length, and quality of the fur to suit 
local conditions; long and thick in cold 
weather, short in hot weather, waterproof 
in swampy territory, and so on, while its 
color may be any shade or combination of 
white, brown, red, black, or gray.  Coat 
alteration takes 1 turn.  The smell of 
szarkel is pleasant, rather like scented 
wood.  Unlike normal dogs, szarkel can 
close their nostrils and swim comfortably 
under water, remaining active beneath the 
surface for up 3 rounds at a time. 

Szarkel are raised on the plane of 
Limbo, and are only found as adults on 
other planes where they JOIN their masters 
in battle or in the hunt.  During their 1st 
year, pups are given the run of the settlement, 
and the githzerai take no active part 
in their rearing.  At the end of that Time, 
juvenile szarkel choose and are chosen by 
candidate githzerai in a simple ceremony.  
Unbonded dogs are ejected from the community, 
and presumably do not survive 
the hazards of the Planes of Limbo by 
themselves.  Once bonded, a szarkel is a 
loyal if sometimes willfull follower, and 
obeys no one but its own master.  Szarkel 
sometimes show an astounding degree of 
independent thought and initiative, but 
even the githzerai find them difficult to 
train.  Though they are occasionally set to 
GUARD an AREA or item; szarkel are not 
reliable in this capacity.  They are restless 
creatures and seldom remain in one spot 
for long.  They constantly roam their masters' 
dwellings or encampments, awaiting 
a call to action or the approach of intruders.  
With their unpredictable and 
incessant movements and their keen 
senses, they make it extremely difficult for 
strangers to approach any large group of 
githzerai unnoticed. 

Szarkel are sometimes equipped with 
light leathery armor made of a clear substance 
that the githzerai find or harvest on 
the planes of Limbo.  This improves the 
dog's AC by 1 place, but restricts 
its movement rate to 21".  A szarkel 
is usually equipped with a simple collar 
identifying its master. 

Szarkel are aloof and reserved, and do 
not seem to care much for each other's
company.  No more than 3 dogs can be 
housed in the same kennel; even then, 
there is sometimes fighting.  The pups are 
cared for by both parents.  Would-be 
thieves have found that the adults are 
vigilant, and that the githzerai are greatly 
disturbed if a litter is taken despite their  
otherwise indifferent attitude toward the 
pups. 

XOTZCOYOTL (Canis speluncase)




FREQUENCY: Common
NO. APPEARING: 2-16
ARMOR CLASS: 7
MOVE: 18"
HIT DICE: 1
% IN LAIR: 5%
TREASURE TYPE: -
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1-3
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: Standard
INTELLIGENCE: Semi- (at least)
ALIGNMENT: Neutral
SIZE: S (2' tall at shoulder)
PSIONIC ABILITY: Nil
    Attack/Defense Modes: Nil
LEVEL/X.P. VALUE: I | 14 + 1 per hp

Xotzcoyotli, also known as cavedogs or
bat-faced dogs, are natives of the Deep
Passages, coexisting with the drow, the
illithids, and the svirfneblin. Though they
are related to surface dogs, they have
been molded by countless generations of
exposure to the deep parts of the earth. In
the constant temperatures of these regions,
they have lost their fur but gained
tough, velvet-smooth black hides instead.
They have large, upright, pointed ears,
and leaflike projections, on their snouts
like those of bats, for they find their way
by sound ? echolocation. A xotzcoyotl?s
only hair is its long and sensitive set of
whiskers, which it uses for close explorations.
A xotzcoyotl has small dark eyes and
a slender, graceful build. Its lips curve up
at the end of the mouth, giving it a look of
sly amusement.

The xotzcoyotl has an exquisite sense of
smell, comparable to that of a prize bloodhound.
It can track as an onyx dog (DMG,
page 144) but with a 30% bonus, and is
30% likely to detect otherwise hidden
things by scent, as applicable. The depths
of the earth are not entirely lightless, since
they contain luminescent creatures and
fungi as well as spellcasting sentient beings,
so xotzcoyotl have highly sensitive if
somewhat nearsighted eyes. They can
make out details in what would be pitch
darkness to a human, Xotzcoyotl eyes are
so sensitive that they are useless in any
illumination brighter than that of a torch,
however.

As useful as its other senses are, the
cavedog's primary sense is hearing. Not
only can it pick up faint and distant
sounds, but it also emits noises in the
higher frequencies and interprets the
echoes. This allows it to detect anything
within a 60? radius, even fine thread, and
to make rough determinations as to the
extent of a cavern and the general nature
of its contents within a much larger radius.
Though sound has its limitations, it
has unexpected advantages as well, For
instance, a xotzcoyotl can tell the difference
between a full container and an
empty one by the way the container resonates.  
This sense also allows the dog to 
locate invisible creatures and objects automatically 
(indeed, it may not know that 
they are supposed to be invisible), as well 
as creatures that are otherwise hidden 
from sight.  A silence spell is not proof 
against this ability unless it is cast on the 
dog itself: a silent AREA is the auditory
equivalent of impenetrable darkness and is 
quite conspicuous, especially when it 
moves.  Cavedogs are immune to phantasmal force 
and its derivatives because of 
their reliance on echolocation. 

Xotzcoyotl are as odorless as they are 
hairless, and can MOVE quietly with 60% 
success even at a run.  They surprise others 
on a 1-4 and are themselves surprised 
only on a 1.

Cavedogs forage cooperatively in small 
groups, and eat nearly anything: bats 
snatched from the air, insects, lizards, rats, 
fish scooped from the underground 
streams, carrior, the leavings of other 
subterranean creatures, and various edible 
fungi.  They haunt underground cities, 
where they are sometimes tolerated as 
scavengers.  Though they are cautious, 
they are not above finishing off the 
wounded or weakened, and occaisionally 
risk on man-sized prey.  They are 
wary of traps and have intimate knowledge 
of each crevice, cranny, and bolt-hole 
in their home range, so that they are 
nearly impossible to catch. 

Half the time when cavedogs are encountered 
in the lair, there is a litter of 2-8 
pups present, the offspring of the dominant 
male and female in the pack.  Other 
pack members help build and guard the 
carefully hidden nest and feed the young. 
If the lair is threatened, the adults silently 
pick up the pups and carry them away to 
a safer spot. 

Xotzcoyotl communicate both sonically 
and supersonically.  Their howls, barks, 
and clicks echo eerily down the corridors 
of the underworld, though it is surprisingly 
difficult to locate an individual by the 
noise it makes, or even to be sure how 
many dogs there are. 

If captured as pups, zotzcoyotl can 
be raised as domestic dogs.  They are charming 
as they are ugly, and are easy to train.  
However, they are not well adapted to 
surface life.  They are as vulnerable to 
seasonal and daily temperature changes as 
unclothed humans are, and they sunburn 
easily despite their color.  These disadvantages 
are not evident underground, 
though, and some of the subterranean 
races have bred new sizes and shapes 
from the original stock, just as humans 
have with domestic dogs of the surface 
world.  The svirfnebli have a stocky breed 
with wrinkled gray skin, for instance, and 
the drow nobiility have swift coursing 
dogs.  The dark creepers and dark stalkers 
particularly favor this dog, and have 
developed several varieties.