Packhunter. The celestial warhound never hunts alone. If three or more celestial warhounds are within 30 ft. the passive perception for all of them is 16 and their AC is modified by +1.
If a pack is reduced to only one celestial warhound, it will use its next action to unleash a psychic howl and retreat from combat if possible. The howl then attracts every other pack nearby.
Telepathic Whisper. The celestial warhound is always communicating with all other celestial warhounds nearby. This telepathic chorus can be heard by every sentient creature within 120 ft.. Its intensity depends on the distance to the celestial warhound, starting as a hum, growing into a deafening thunder. Every spellcaster within 20 ft. of a celestial warhound has disadvantage on concentration checks.
Blessed Creature. A celestial warhound always deals the maximum damage die to undead creatures and fiends.
Multiattack. The celestial warhound makes two claw attacks. Whenever the celestial warhound succeds with a multiattack, it is jumping into the targeted creature and thus giving it the opportunity for a counterattack. The targeted creature can make a strength saving throw (DC 18), if the targeted creature succeeds, the multiattack is countered and no damage is dealt to the targeted creature.
Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage.
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. If the celestial warhound hits a medium or smaller creature with its bite it may attempt to grapple that creature. Until the grapple ends, the celestial warhound can claw only the grappled creature once per action and has advantage on attack rolls to do so.
Snakebite. This attack is has to be used as an opportunity attack, Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 5 (d8+1) piercing damage. The serpent tail of the celestial warhound flinches forward and bites the targeted creature. If the targeted creature fails a constitution saving throw (DC 12) it is poisoned.
Psychic Howl. This reaction is triggered when the celestial warhound is the only one left of his pack. A frenzy howl shakes the minds of every sentient creature. Every sentient creature within 15 feet must make a wisdom saving throw (DC 14). A target takes 2d8 psychic damage on a failed save, or half as much damage on a successful one.
Description
Otherworldly Service. The celestial warhound is a guardian invoked by chosen champions of the light from another plane of existence, to protect the good and those who stand for it. They are found roaming in ancient, angelic temples, long forgotten shrines and relic like structures, ousting everyone who tries to soil the holy ground, waiting for their masters to return. Due to their celestial Immortal Nature they will continue their duty, even if their masters are long gone.
Chimerical Nature. Standing at three feet in height, it is as big as a bulky mastiff, which is where the similarities to a regular dog already end. Its belly and legs are those of a lynx, with a greyish pelt and golden streakes. The upperbody is covered in white scales, reminding of a reptile in nature, ending in a serpent as tail. One bite is able to inflict innumerous pain, even to the thoughest man, cleansing the blood of every impurity. The head is amalgam of a crocodile and a snake, also covered in scales, without visible nostrils, nor eyes, but a gaping jaw, spiked with teeth.
Belligerent Predator. Even without eyesight or an obvious way to smell and hear, the celestial warhound fiercly hunts down every creature entering its domain. Most of the time three or more band togheter to form a pack, stalking its prey from the shadows, while communicating with each other telepathicly. Sometimes the intensity of this constant telepathic bombardment is so severe, that creatures nearby are able to notice it, giving away the hunters presence. The celestial warhound is able to understand every spoken language, but isnt able to speak to other creatures other than celestial warhounds and it will only follow orders of its masters or another true servent of the light.
"Calling those... things... hounds is a weird flex, but ok."
-Holdvar the armless adventurer
Previous Versions
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1/8/2019 8:14:56 PM
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1/8/2019 10:14:33 PM
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