Medium Outsider (Native, Good)
Hit Dice: 2d10+5 (30)
Speed: 40 feet, fly 80 feet (good)
Armor Class: 22 (+3 Dex, +9 natural), touch 13, flat-footed 19
Base Attack/Grapple: +1/+3
Attack: Bite +8 melee (1d6+8), or 2 claws +8 melee (1d4+8)
Full Attack: Bite +8 melee (1d6+8), and 2 claws +8 melee (1d4+8)
Space/Reach: 5 feet/5 feet
Special Attacks: Breath weapon, Daylight, Smite Evil
Special Qualities: Spell-like Abilities, Low-Light Vision, Darkvision 60ft, Immune to Sleep and Paralysis effects, Immune to Fire, Resistance to Acid 10, Cold 10, and Electricity 10, Immune to Disease, Damage Reduction 5/magic and evil, Spell Resistance 12, +4 racial bonus on saves versus poison, Scent
Saves: Fortitude +5, Reflex +5, Will +1
Abilities: Str 27, Dex 17, Con 21, Int 6, Wis 16, Cha 12
Skills: Jump +8, Listen +8, Spot +8, Swim +8, Survival +8
Feats: Alertness, Track
Enviroment: Temperate Plains
Organization: Solitary or Pack (5-12)
Challenge Rating: 6
Alignment: Always Good (Any)
Standing before you is an odd creature, blending together aspects of dog, dragon, and bird. It is about the size and shape of a dog, but it is covered in fine golden scales, and two long trendils that look like a mandarin style beard trail down from its jaw. Sprouting from its shoulder blades are a pair of glorious golden wings, tinged with hints of scarlet. It's eyes are pools of golden radiance, and the sounds it is making are oddly harmonious.
Sages believe utyrips are distant celestial cousins to blink dogs. This does have some aspect of the truth, for both creatures are ultimately descended from dogs. However, the vicissitudes of fate and fortune have set these creatures down a much different path than their Material Plane cousins. Utyrips are a result of an archmage's attempt to enhance his familiars combat abilities. The result was everything he hoped for and more, and his familiar was often more capable in melee combat than he was. One of his companions was an exalted halfling paladin, whose riding dog mount had been blessed with celestial blood. Time passed, and one day the paladin's mount gave birth to a litter of strange, winged pups - the first utyrips.
Battle: Utyrips are generally found guarding the tombs of powerful celestials or high-ranking clerics, although some are occasionally found as companions to celestial rangers. A lone utyrip will never engage in combat against a superior enemy, preferring instead to use Daylight to dazzle its pursuers long enough for it to rejoin its pack. A pack of utyrips will use their spell-like abilities for defense and the mobility of their flight to get into position for their breath weapons. Once they manage to encircle their enemies, they will generally let loose with their breath weapons all at once. If any of their foes are still standing afterwards, they'll charge in and Smite Evil.
Breath Weapon: Once every 1d4+2 rounds, a utyrip may breath forth a cone of celestial fire, doing 3d8 points of special holy fire damage to all creatures within a thirty-foot cone. Since this fire results directly from holy energy, it is not subject to any sort of elemental immunity.
Daylight: A utyrip can use Daylight, as the cleric spell, at will.
Smite Evil: Once per day, a utyrip may make a single normal melee attack and deal 2 extra points of damage to an evil foe.
Damage Reduction: A utyrip automatically ignores (heals instantly) the first five points of damage from any melee attack. This may be bypassed with magical, evil-aligned weapons. A utyrip's natural attacks count as magical and good aligned for the purpose of bypassing damage reduction.
Spell-like abilities: Protection from Evil 3/day, Bless 1/day