Medium Beast, Unaligned
Armor Class 13 Natural Armor
Hit Points 11 (2d8 + 2)
Speed
STR
12 (+1)
DEX
14 (+2)
CON
12 (+1)
INT
3 (-4)
WIS
12 (+1)
CHA
7 (-2)
Skills Perception +0
Senses Unknown passive Perception , Passive Perception 13
Languages --
Challenge 1/4 (50 XP)
Proficiency Bonus +2
Traits

Keen Hearing and Smell. The warhound has advantage on Wisdom (Perception) checks that rely on hearing or smell. Warhounds are often used for both battle and guard duty and are excellent at tracking down other creatures.

Well-Trained. A creature that the warhound is friendly to has advantage on Wisdom (Animal Handling) checks to control or handle it

Actions

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.

                              Variant

The warhound gains one of the following traits:

Robust. The warhound gains a +1 bonus to its hit rolls, damage rolls, Strength checks, and Strength saving throws. The DC of its bite increases by 1.

Sturdy. The warhound's hit point maximum increases by an amount equal to twice its number of Hit Dice. If the warhound's hit points are enhanced, then it adds this trait's extra hit points on top of its new hit point maximum

Stubborn. At the start of each of the warhound's turns, it regains hit points equal to its proficiency bonus (or that of its handler or companion, if any) if it has no more than half of its hit points left. It doesn't gain this benefit if it has 0 hit points. It also gains advantage on death-saving throws.

Aggressive. As a bonus action, the warhound can move up to its speed toward a hostile creature it can see or hear. It must end this move closer to the enemy than it started

Protective. As a reaction, the warhound can impose disadvantage on the attack roll of one creature it can see that is within 5 feet of it, provided the attack roll is against a creature other than the warhound.

Good Temperament. Friendly creatures within 30 feet of the warhound gain a +1 bonus to Charisma ability checks

Beloved Companion. Friendly creatures within 30 feet of the warhound gain a +1 bonus to all saving throws

 

 

 

Bonus Actions

Enter the description for how bonus actions work for your monster here.

Reactions

Reaction Name. Enter the description for your action.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

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

Enter a general description for your monster here.

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.

Phelegethon

Comments

Posts Quoted:
Reply
Clear All Quotes