
You have developed traits similar to those of a yeth hound, granting you the following benefits:
Ability Score Improvement. Increase your Strength, Dexterity, or Constitution by 1, to a maximum of 20.
Keen Hearing and Smell. You have advantage on Wisdom (Perception) checks that rely on hearing or smell.
Telepathic Bond. When you finish a long rest, you can choose a creature within 120 feet of you. If the creature is willing, you form a telepathic bond with the creature, which lasts until you use this feature again. While you and the creature you have telepathic bond with are on the same plane of existence, the two of you can instantaneously share words, images, sounds, and other sensory messages with one another through the telepathic bond.
Sunlight Banishment. If you start your turn in sunlight, you are transported to the Border Ethereal Plane. While in the Border Ethereal you can move in any direction. You can see and hear the plane you originated from, but everything there looks gray, and you can't see anything more than 60 feet away.
While on the Ethereal Plane, you can only affect and be affected by other creatures on that plane. Creatures that aren't on the Ethereal Plane can't perceive you and can't interact with you, unless a special ability or magic has given them the ability to do so.
You ignore all objects and effects that aren't on the Ethereal Plane, allowing you to move through objects you perceive on the plane you originated from.
While in the Border Ethereal, you can use your bonus action to return to the plane you originated from in the spot you currently occupy, if the spot that you currently occupy on that plane is unoccupied and not in sunlight. When you return to the plane you originated from, you gain a flying speed equal to your walking speed until the start of your next turn.
Yeth Hound's Tactics. When you hit a creature that is frightened with a melee weapon attack, you can use your bonus action to deal an extra 3d6 psychic damage to the creature. When you reach 17th level, this extra damage increases to 4d6.
Yeth Hound's Resilience. When you are hit by an attack that deals nonmagical bludgeoning, piercing, or slashing damage, you can use your reaction to halve the attack’s damage against you, if the attack was not made with a silvered weapon. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Baleful Baying. As an action, you can bark or howl magically. Every hostile creature within 300 feet of you that can hear you must succeed on a Wisdom saving throw (DC 8 + your proficiency bonus + your Constitution modifier) or be frightened of you until the end of your next turn or until you are incapacitated. A frightened creature that starts its turn within 30 feet of you must use all its movement on that turn to get as far from you as possible, must finish the move before taking an action, and must take the most direct route, even if hazards lie that way. A creature that succeeds on the saving throw is immune to this feature for the next 24 hours.

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