Corpse Hound
Small Undead
Hit Dice: 4d12+3 (29 hp)
Initiative: +2
Speed: 40 ft (8 squares)
Armor Class: 16 (+1 size, +2 Dexterity, +3 natural), touch 13, flat-footed 14
Base Attack/Grapple: +2/+4
Attack: Bite +9 melee (1d4+9)
Full Attack: Bite +9 melee (1d4+9)
Space/Reach: 5 ft/5 ft
Special Attacks: Reproach, Stench
Special Qualities: Damage reduction 5/silver, darkvision 60 ft, daylight powerlessness, eternal pursuit, resurrection, scent, undead.
Saves: Fort +1, Ref +3, Will +4
Abilities: Str 25, Dex 14, Con -, Int 2, Wis 12, Cha 14.
Skills: Jump +10, Listen +5, Spot +4, Survival +1*.
Feats: Ability Focus (Stench), Toughness, TrackB
Environment: Any land.
Organization: Solitary, or pack (2-5).
Challenge Rating: 3
Treasure: None.
Alignment: Always Neutral Evil
Advancement: 5-6 HD (Small), 7-8 HD (Medium).
Level Adjustment:

The hunting hound shambles with an unnatural alacrity its jaw half unhinged. Its fur is ragged, patches of its flesh bare and in other place open wounds around the edges of which dried blood and writhing maggots can be seen. Its eyes shine yellow in the least light, and the odor of rot is heavy about it.

A dog is a man’s best friend but sometimes that friendship is not returned. A corpse hound is a ghostly dog which rises when a hound dies, either in the service of its human or due to their actions, and its body is left to rot or disposed of without dignity. Corpse hounds do not seem to rise when an honest effort is made to recover the corpse.
A corpse hound is a spirit of vengeance given flesh, and exist for the sole purpose of killing their former master. If denied their vengeance, say by their former master dying in a manner unrelated to their actions, or escaping beyond their ability to pursue, a corpse hound is unable to find rest and instead wanders the countryside viciously attacking members of their former master’s species.
A corpse hound pursue its former master relentlessly attacking savagely with little thought, or should anyone attempt to prevent this the corpse hound will attack them instead. Corpse hounds have no sense of self-preservation.
Daylight Powerlessness (Ex): The light of the sun forces a corpse hound back into its corpse. Natural sunlight (not just a daylight) spell causes a corpse hound to become nothing more than the image of a dog formed from incorporeal mist and to return to its body at a speed of 120 ft per round by the straightest root possible. This functions during the day even if the sunlight cannot reach the hound as long as it is day where the hound’s remains lay, but certain powerful magic can fully simulate the sun and merely force it from the area.

Eternal Pursuit (Su): A corpse hound can smell its former master from any distance as long as they are on the same plane, and track them at full speed or while running with no need for a skill check. While pursuing its former master a corpse hound ignores difficult terrain or other natural effects which would slow it, and can even pass through solid walls and objects as if incorporeal (but only for approaching its former master thus gaining none of the defensive benefits).

Reproach (Su): A corpse hound’s hatred for their former master is a powerful force that their former master can sense at a glance. If their former master catches sight of the corpse hound they must make a DC 14 Will save or be paralyzed with fear unable to take even mental actions for 1d4+1 rounds. A successful saving throw renders the master immune to that corpse hound’s reproach until the next sunset. On a failure they do not need to make another save for 1 minute. The save DC is Charisma based and this is a mind-affecting fear effect.

Resurrection (Su): If slain a corpse wolf is reduced to nothing more than incorporeal mist in its form which returns straight to its body at a speed of 90 ft per round. A corpse wolf will simply reform the next time the sun sets unless its spirit is sealed or put to rest. If the corpse wolf’s master buries it properly and respectfully, and if the master was abusive and directly responsible for the death proper incenses to calm the spirit. It can also be sealed by burying the corpse layered with salt or by burning it and mixing its ashes with salt. If the corpse wolf’s corpse is destroyed but not sealed it will rise from the site of its death instead of its corpse, and it must be sealed by salting the ground from which it rises and pouring holy water onto it.

Stench (Ex): A corpse wolf’s manifest spirit bears a charnel odor which sickens the living. Living creatures within 10 feet must succeed on a DC 16 Fortitude save or be sickened for 1d6+4 minutes. A creature that successfully saves cannot be affected again by the same corpse wolf’s stench for 24 hours. A delay poison or neutralize poison spell removes the effect from a sickened creature. Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws. The save DC is Charisma-based and includes a +2 from Ability Focus.