Huge Monstrosity, Chaotic Evil
Armor Class 16 (natural)
Hit Points 150 (15d10)
Speed 30 ft., Swim 60 ft.
STR
18 (+4)
DEX
13 (+1)
CON
17 (+3)
INT
5 (-3)
WIS
13 (+1)
CHA
6 (-2)
Saving Throws STR +7, CON +6
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Poisoned
Senses Passive Perception 14
Languages --
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Amphibious. The Brinehound can breathe both air and water.

Haunting Wail (1/Day): As a bonus action, the Brinehound lets out a horrific wail. All creatures that can hear the Brinehound must make a DC 15 Wisdom saving throw or be frightened for one minute. While frightened this way, the creature is paralyzed. A creature can make a Wisdom save at the end of each of its turns, ending the effect on a success.

Infectious Bite: Whenever a creature starts its turn grappled by the Brinehound, it must make a DC 15 Constitution saving throw or take 2d6 Necrotic damage. A creature killed by this damage turns into a zombie after 1d4 hours.

Actions

Multiattack. The Brinehound uses its Ensaring Maw, then its Claws.

Ensnaring Maw. Melee Attack:  +7 to hit, one target, reach 10 ft. Hit:  10 (2d6 +4) piercing damage, and if the target is Large or smaller, it is grappled (Escape DC 15). The Brinehound can only have one creature grappled in this way at a time.

Claws: Melee Attack: +7 to hit, 1 target, reach 10 ft. Hit: 12 (2d8 + 4) slashing damage, plus 3 (1d6) necrotic damage. 

Reactions

Shelled Curl: The Brinehound curls into a defensive ball, leaving only its gnarled scaled shell to be seen. It's AC becomes 18, and the Brinehound unfurls at the beginning of its next turn. The Brinehound can only use this ability if it is below half its remaining hit points. 

Description

A huge hulking hound like figure with dark twisted gnarled scales covering its body. Eyes are a burning white with putrid yellowing fangs. its legs long and muscular, ending with long webbed fangs. behind it is a long torn fish like tail. it emits a pungent rotting smell. The Brinehound is a terrifying creature few get the chance to behold. 

Brinehounds are sadistic by nature and take joy in slowly drowning their targets just mere feet below the surface of the water. Brinehounds are also solitary by nature as they dislike the company of their own kind. The only time Brinehounds work together is when they share a mutual respect for a equally sadistic being. All other encounters end in one or more of the hounds being killed off by one another.

There are many theories as to the origin of these creatures from a shipman's loyal hound fallen overboard to a wizard's experiment gone horribly wrong one thing is certain that these creatures take particular joy in drowning humanoids and sinking ships.

Lair and Lair Actions

Brinehounds live in deep murky waters, they make their dens in cave formations within kelp forests where they will tangle leftover meals in the kelp. no other predators can be found in the area as they are chased off or killed. 

Lair Actions

On initiative count 15 (losing initiative ties), the Brinehound takes a lair action to cause one of the following effects; the Brinehound can’t use the same effect two rounds in a row:

  • Summon 1d4 zombies from the kelp forest that are allied to the Brinehound.
  • Cause waves to violently crash and churn, forcing creatures on water vehicles to make a DC 15 Dexterity saving throw or be knocked prone.

Regional Effects

The region containing a Brinehound’s lair is dark and murky, which creates one or more of the following effects:

  • Creatures have disadvantage on perception used to spot things in the water.
  • The air has a strong scent of death and decay.

If the Brinehound dies, these effects fade over the course of 3d6 days.

Monster Tags: monstrosity

Habitat: CoastalUnderwater

Chaos_Child

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