Keen Smell. The axehound has advantage on Wisdom (Perception) checks that rely on smell.
Pack Tactics. The axehound has advantage on an attack roll against a creature if at least one of the axehound’s allies is within 5 feet of the creature and the ally isn’t incapacitated
Stab. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.
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.
Description
Axehounds have angular heads which have two sensitive antennae and ear holes. Supported by six legs, axehounds have scaly hides. Their bodies are covered with a fusion of carapace and skin, smooth to the touch and more pliable than true carapace. Bigger axehounds may come up to a man's waist and can weigh as much as one ton. They are lean creatures who run on four legs with the two front claws pulled in close to the body.
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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