Keen Hearing and Smell. The warp hound has ad- vantage on Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics. The hound has advantage on an attack roll against a creature if at least one of the hound’s allies is within 5 feet of the creature and the ally isn’t incapacitated.
Warp Step. As a bonus action, the warp hound may teleport up to 20 feet to an unoccupied space.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 15 (3d6+3) piercing damage and 33 (6d10) necrotic damage.
Void Gaze (Recharge 5-6). The warp hound opens its eyes and the void space draws nearby objects and creatures towards oblivion. All objects of Tiny or smaller size in a line originating from the warp hound that is 60 feet long and 5 feet wide that aren’t being worn or carried are pulled 30 feet in a straight line towards the warp hound. Medium and smaller size creatures must make a DC 15 Constitution saving throw. On a failed save, the creature takes 17 (5d6) force damage and is pulled 30 feet in a straight line toward the warp hound, ending in an unoccupied space as close to the warp hound as possible (even if that space is in the air). On a successful save, the creature takes half as much damage and isn’t pulled.
Absorb. Whenever a Medium or smaller creature moves within 5 feet of the warp hound or starts its turn there the warp hound can use its reaction to force the creature to make a DC 15 Charisma saving throw. If it fails the creature is magically teleported to a demi-plane. While in this demi-plane the target is blinded and restrained, and takes 10 (3d6) force damage at the start of each of the warp hound’s turns.
The warp hound can absorb one creature at a time. An absorbed creature can make a DC 15 Charisma saving throw at the end of each of its turns. On a successful save, or if the warp hound dies, the creature reappears in the space it left or in the nearest unoccupied space if that space is occupied.
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