Bioluminescent Lure. The hound has a Luminescent Lure atop it's head that it uses to distract and lure prey in, when the lure is lit it creates a 5ft radius of dim light
Amphibious nature. The hound can breathe air and water, it must however completly submerge itself in water every 6 hours or take a point of exhaustion, from it's skin drying out.
Keen Hearing and Smell. The hound has advantage 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.
Poison resistance. The hound has advantage on saving throws against being poisoned
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 7 (2d6) Acid damage.
Lure bob. the Hound uses it's Luminescent Lure to distract a creature the creature must make a DC 12 Wisdom saving trow, taking (1d6) Psychic damage and being paralyzed on a failed save or half as muct and not being paralyzed on a successful save. A creature has disadvantage on the save if the hound is hidden in mist. a paralysed creature can attempt to reroll the save at the end of each of it's turns.
Misty Breath (Recharge 5–6).
The hound can use one of two breathe profiles:
- The hound exhales corrosive mist in a 15-foot cone. Each creature in that area must make a DC 12 Constitution saving throw, taking 21 (6d6) Acid damage on a failed save, or half as much damage on a successful one.
- The hound exhales a thick mist that makes the area in a 30ft radius heavily obscured for 1 min.
Description
An angler Hound is a wolf sized amphibian that lives in swamps, they use a bioluminescent lure and artificial mist to trick and trap their prey.
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