Infectious Chaos. Any creature in a 50 ft radius centered on the Chaoshound must make a DC 21 Charisma saving throw, changing to the Chaoshound's alignment on a fail. The creature affected can make the saving throw again every 1d4 hours, ending the effect on a success.
Multiattack. The Chaoshound makes 3 claw attacks.
Claw. Melee Weapon Attack: +10 to hit, reach 20 ft., 1 target. Hit: 50 (4d20 + 10) slashing damage plus 12 (1d12 + 6) psychic damage.
Corrosive Spit. Ranged Weapon Attack: +6 to hit, range 60/120 ft., 1 target. Hit: 25(2d20 + 5) acid damage.
Chaos Quills. When hit by a melee or ranged attack, the chaos hound sends 3d4 quills from itself in a 30 ft radius at random enemies. Each quill is +4 to hit and does 1d10 piercing damage. Each target must make a DC 15 constitution saving throw or become poisoned.
Description
Chaoshounds are the adult forms of shadow mastiffs or blink dogs. They are created when the shadow mastiff or blink dog eats an exceedingly powerful creature. After the consuming, the shadow mastiff or blink dog goes into a state of metamorphosis. During this, the shadow mastiff or blink dog grows to an enormous size, and gains the opposite alignment of the creature it devoured, but will always be chaotic. For example, if a blink dog devoured a lich, it will gain a chaotic good alignment. Chaoshounds will then seek out a solitary place in the shadowfell if it is evil, a place in the feywild if it is good, or the material plane if it is neutral. Chaoshounds create more of themselves when they die, creating shadow mastiffs if they are evil or blink dogs if they are good as their life fades, the smaller creatures sprouting from their bodies. Chaoshounds have an extra arm growing from their chest that has an opposable thumb.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count 20 (losing initiative ties), the Chaoshound takes a lair action to cause one of the following effects; the Chaoshound can’t use the same effect two rounds in a row:
- The chaos hound creates a small portal directly to limbo in the ground. Any creature in a 10 ft radius must make a DC 20 dexterity saving throw, taking 2d20 damage of a damage type determined by the DM. A creature standing directly on the portal instead takes the save at disadvantage and takes 3d20 damage, also being teleported to limbo if it fails the save by 5 or more.
- The Chaoshound causes sharp stalactite-like objects to fall from the sky on a desired spot. Every creature in a 20 ft cube must make a DC 23 dexterity save, taking 1d10 piercing damage on a fail.
Regional Effects
The region containing a Chaoshound’s lair is magical, which creates one or more of the following effects:
- Every creature hostile to the Chaoshound in a 1 mile radius of the lair has a -3 to strength checks.
- Lawful creatures within a 1-mile radius of the lair experiences mild hallucinations.
If the Chaoshound dies, these effects fade over the course of 1d10 days.
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