The canomorphs are outsiders created from one of three breeds of fiendish hound (either a hell hound, shadow mastiff, or vorr) when a powerful entity warps a pup into the form of a human child. While those who don't understand their true nature often incorrectly identify them as fiendish lycanthropes, it would be more accurate to compare them to fiendish changelings.
Hell Hound, in D&D Monster Manual 5th Edition
Hell Hound, in D&D Monster Manual 5th Edition

Physical Description:

Hit die


Skill points

2 + Int

Racial Traits

  • Starting Ability Score Adjustments: +2 Wis. Canomorphs need great mental strength to control their shifting forms. Their physical abilities are also increased by
    Shadow Mastiff, by Unknown
    Shadow Mastiff, by Unknown
    the Hound form's ability modifiers when a canomorph changes to its hound or hybrid forms (see below).
  • Outsider Type: Canomorphs are outsiders.
  • Medium: As medium outsiders, canomorphs have no special bonuses or penalties due to their size.
  • Speed: Canomorph base land speed is 30 feet.
  • Darkvision: Canomorphs can see in the dark out to 60 feet.
  • +8 racial bonus on Survival checks when tracking by scent; canomorphs have a keen sense of smell.
  • Automatic Languages: Common, plus additional languages based on breed:
    • Haraknin: Infernal
    • Shadurakul: Abyssal and Infernal
    • Vultivor: Abyssal
  • Favored Class: Based on breed:
    • Haraknin: Barbarian or Ranger.
    • Shadurakul: Fighter.
    • Vultivor: Rogue.

Class Skills:

Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Search (Wis), Spot (Wis), Survival (Wis)

Class Features

All of the following are class features of the canomorph.
Vorr, in D&D Fiend Folio 3.5 Edition
Vorr, in D&D Fiend Folio 3.5 Edition

Weapon and Armor Proficiency: Canomorphs are proficient with all simple and martial weapons. They are not proficient with armor or shields.

Feats: A canomorph receives one feat at 1st level and another at 4th level. After 5th level, it gains feats normally according to its effective character level (the total of its Hit Dice, level adjustment, and class levels). At 3rd level, the canomorph gets Track as a bonus feat.

Alternate Form (Su): A canomorph has been warped into a human form and must relearn how to transform back into its original fiendish hound form. At 1st level, a canomorph must choose one Medium-size humanoid form with which to use this ability. Once chosen, a canomorph’s humanoid form cannot be changed. Each breed of fiendish hound has certain humanoid forms they usually choose:
  • Haraknin: Usually humans or half-orcs, often with hair the color of flame, smoldering red eyes, and (if male) wiry rust-colored hair all over its body.
  • Shadurakul: Usually dark-skinned humans or drow, often bald with pale white eyes.
  • Vultivor: Usually humans or elves, often with greyish skin and hair, black eyes, and angular faces.
A canomorph’s humanoid form has all the abilities of the form (for example, a canomorph in dwarf form has dwarven racial traits) but not the race’s ability score adjustments. A canomorph has the ability to assume a hybrid form for a limited time, similar to its humanoid form but with fiendish hound traits. As a canomorph gains levels, it gains the ability to change form more often and eventually can assume the form of a full fiendish hound.
Fiendish Hound Form
Hound or Hybrid Form Ability Modifiers
Hell Hound
+6, +2, +4
Shadow Mastiff
+6, +2, +6
+6, +6, +4

Bite: A canomorph in hybrid form has a bite attack that is a natural weapon dealing the indicated damage plus its Strength bonus. The damage value given is for Medium canomorphs.
At 4th level, a haraknin or shadurakul increases its bite damage to 1d8 plus 1-½ its Strength bonus, and a vultivor gains two claw attacks that are natural weapons dealing 1d4 damage plus ½ its Strength bonus.

Fiendish Ability I: At 1st level, a canomorph has mastered some of its fiendish power, gaining an ability based on its breed of fiendish hound:
  • Breath Weapon (Su): As a standard action, a haraknin in hound or hybrid form can breath a 10-foot cone of fire that deals 1d6 points of fire damage, plus an extra 1d6 points of damage for every 4 hit dice it possesses. A successful Reflex save (DC 10 + ½ HD + Con modifier) halves the damage dealt. A haraknin must wait 2d4 rounds before it can use its breath weapon again.
  • Bay (Su): As a free action during its turn, a shadurakul in hound or hybrid form can howl and bark, forcing all creatures except evil outsiders within 60 feet per class level (max of 300 feet) to succeed on a Will save (DC 10 + ½ HD + Cha modifier) or become panicked for 2d4 rounds. This is a sonic mind-affecting fear effect. Whether or not the save is successful, an affected creature is immune to the same shadurakul’s bay for 24 hours.
  • Sneak Attack (Ex): A vultivor in hound or hybrid form that can catch an opponent when it is unable to defend itself effectively can strike a vital spot for extra damage. This is exactly like the rogue ability of the same name, dealing 1d6 extra damage at 1st level, and 2d6 extra damage at 4th level.

Natural Armor (Ex): A canomorph has the indicated amount of natural armor in any form.

Scent (Ex): A canomorph has the Scent ability in any form.

Fiendish Ability II: At 2nd level, a canomorph regains additional dark power, based on its breed of fiendish hound:
  • Stealthy (Ex): A haraknin in hybrid form gains some of the grace of a hell hound, gaining a +5 racial bonus on Hide and Move Silently checks.
  • Swift (Ex): A shadurakul in hybrid form gains some of the speed of a shadow mastiff, gaining a +10 foot bonus to land speed.
  • Shadow Jump (Su): As a standard action, a vultivor in hound or hybrid form can travel between shadows as if by a Dimension Leap spell. The starting and ending points of the jump must be in shadow, and these points must be at least 10 feet apart. A vultivor can make several shadow jumps in one day, as long as the total distance traveled in this fashion per day does not exceed 20 feet per HD.

Aligned Attack (Su): Starting at 3rd level, a canomorph’s natural weapons, as well as any weapons it wields, are treated as aligned for the purposes of overcoming damage reduction in any form, based on the canomorph’s breed of fiendish hound:
  • Haraknin: Evil and Lawful
  • Shadurakul: Evil
  • Vultivor: Chaotic and Evil

Damage Reduction (Ex): Starting at 3rd level, a canomorph in hound or hybrid form has damage reduction 5/good.

Fiendish Ability III: At 4th level, a canomorph regains the last of its fiendish abilities, based on its breed of fiendish hound:
  • Fiery Bite (Su): A haraknin in hound or hybrid form deals an extra 1d6 points of fire damage with its bite attack.
  • Shadow Blend (Su): In any condition of illumination other than full daylight, a shadow mastiff can disappear into the shadows, giving it total concealment. Artificial illumination, even a light or Continual Flame spell, does not negate this ability, however a Daylight spell will.
  • Shadow Form (Su): Once per day, a vultivor in hound or hybrid form can assume the form of a living shadow for up to 10 minutes. While in shadow form, it can move at normal speed on any surface, including walls and ceilings, and even across liquids. It can be detected by effects that detect thoughts, life, or presences (including True Seeing); otherwise a vultivor gains a +15 circumstance bonus on Hide checks. While in shadow form, a vultivor gains damage reduction 20/magic and is immune to blindness, critical hits, damage to ability scores from nonmagical attacks, deafness, disease, drowning, poison, and stunning. It takes half damage from fire and acid.

Command Fiendish Hound (Sp): All canomorphs can use Greater Command at will against fiendish hounds of their associated breed (hell hounds for haraknins, shadow mastiffs for shadurakuls, and vorrs for vultivors). These creatures will never voluntarily attack a canomorph of the associated breed.

(2 + Int mod) x 4
Feat, Alternate Form (hybrid 3/day, 1 hour), Bite 1d6, Fiendish Ability I, Scent, +1 Natural Armor
2 + Int mod
Track, Fiendish Ability II
Aligned Attack, Alternate Form (hybrid at will), DR 5/good, +2 Natural Armor
2 + Int mod
Feat, Alternate Form (hound 3/day, 1 hour), Fiendish Ability III
2 + Int mod
Alternate Form (hound at will), Command Fiendish Hound, +3 Natural Armor

Related Feats: