Keen Hearing and Smell. The balehound has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics. The balehound has advantage on an attack roll against a creature if at least one of the balehound's allies are within 5 feet of the creature and the ally isn't incapacitated.
Anti-Magic Area. The balehound's third eye emits an area of anti-magic around it. This protects the beast from magical attacks of all but radiant or necrotic types. the anti-magic area surrounds the balehound in a 20 foot radius.
Sense Magic. The balehound gains advantage on Wisdom (Perception) checks to sense magic on an individual within 30 feet of it.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 6) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
Gaze of the Malevolent. (Recharge 6) The balehound may turn its three eyes upon its victim. The malevolent gaze forces the victim to make a DC 13 Wisdom saving throw or become paralyzed until the end of its next turn.
Description
The balehound is a magical experiment gone wrong by the Warlord of Duris. It was the warlord's intent to magically fuse the best qualities of dire wolves and mastiffs together to forge a formidable breed of war hound. The magic which infused the beasts became a part of them. The end result was a massive beast with a large muscular frame. A third eye grew upon its forehead and from this an anti-magic area projected around the beast. Even though the experiment went wrong, the Warlord was quite pleased with his new monstrosity. It was able to sniff out those who used magic and easily put an end to them.
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