Alpha Dog. While the Abyssal Hound isn't incapacitated, any other dog like creature (such as a wolf or hell hound) that can see it and isn't incapacitated has advantage on attack rolls against creatures hostile towards the Abyssal Hound.
Howl of the Haunted. At the start of each of its turns, the Abyssal Hound nominates one creature it can see within 120ft of it that isn't behind total cover. That creature must succeed on a DC 14 Wisdom saving throw or be frightened of the Abyssal Hound for 1 minute. A frightened creature's speed is halved, and the Abyssal Hound makes all of it's attacks against the frightened creature with advantage, A frightened creature can attempt the saving throw again at the end of each of their turns, ending the effect on a success.
Hunter's Sense. The Abyssal Hound has advantage on Wisdom(Perception) checks and Wisdom(Survival) checks that rely on smell.
Magical Resistance. The Abyssal Hound has advantage on saving throws against spells and other magical effects.
Pounce. If the Abyssal Hound moves at least 20 feet toward a creature and then hits it with a claw attack on the same turn, that target must make a DC 14 Strength saving throw or be knocked prone. If the target was already prone, the Abyssal Hound may make one bite attack against it as a bonus action.
Enfeebling Aura. When a creature starts it's turn within 40ft. of the Abyssal Hound, or enters the aura for the first time in it's turn, the creature must make a DC 14 Constitution saving throw. On a success nothing happens. On a fail, the creature deals half damage with melee attacks and is poisoned. The creature may make the saving throw at the end of their turn.
Multiattack. The Abyssal Hound may make two claw Attacks or one bite attack each turn.
Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 5) slashing damage.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 5) piercing damage, and 14 (3d6) acid damage
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
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