Medium Fey, Chaotic Good
Armor Class 14 Natural Armor
Hit Points 39 (6d8 + 12)
Speed 10 ft., swim 60 ft.
STR
17 (+3)
DEX
14 (+2)
CON
14 (+2)
INT
12 (+1)
WIS
11 (+0)
CHA
15 (+2)
Skills Perception +6
Damage Resistances Cold
Senses Darkvision 60, Passive Perception 16
Languages Aquan, Sylvan Seahound, understands Aquan and Sylvan, but can't speak
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

Amphibious. The seahound can breathe air and water.

Innate Spellcasting. The seahound’s innate spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will: frostbiteshape water

1/day: control watertidal wave

Pack Tactics. The seahound has advantage on an attack roll against a creature if at least one of the seahound’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

Swimming Leap. With a 10-foot swimming start, the seahound can long jump out of or across the water up to 25 feet.

Actions

Multiattack. The seahound makes two attacks: one with its bite and one with its tail.

Bite. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 7 (1d8 + 3) piercing damage plus 3 (1d6) cold damage.

Tail. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 6 (1d6 + 3) bludgeoning damage.

Description

Seahound

Half dog, half fish, these domesticated seawolves are playful sprites in youth and serve their aquatic fey owners as loyal companions during their long lifespan.

Shepherds of the Sea. The feywild is not just the dense forests and breath taking vistas of the land. Beneath the crashing waves of the crystalline ocean, sea elves, aquatic eladrin, and merfolk make their homes in spiraling coral palaces and enormous shells. Beyond the photic zones of the feywild's oceans lie unspeakable horrors. Ancient sea hags command legions of merrow, krakens plot their revenge on the fey that trapped it in the depths. The merfolk and elves, collectively called The Photins, keep the dangers of the depths at bay.

Seahounds play an integral role in this fight. Seahounds, slightly smaller than seawolves, attack larger prey with unrelenting determination. They act as reliable trackers, carrying the scent of sahuagin blood for miles.

Friends Forever. Seahounds do not begin life as faithful and strong hunters. Seahounds are not born amphibious and begin their lives on the shore. The pups, known as pupperfish, don't gain the ability to breath underwater for several weeks. Pupperfish remain mobile on land for even after they learn to swim, unlike their parents who are full grown adults. After 6 months, the mother leaves the pups for days, or weeks on end. During this time, pupperfish learn to fish and defend themselves. Seahounds remain juveniles for 25 years, remaining playful with other pups and seahounds for most of this time. Pupperfish are known for their well-intentioned pranks and clicking cackle, reminiscent of a dolphin's laugh.

Typically, their humanoid and fey caretakers do not interfere with a juveniles' upbringing until year 12. Around this point pupperfish are paired with an owner who proceeds to train the seahound. As the pupperfish grows, it loses its mobility on land but grows ever more loyal to its master. The seahound will rarely leave the side of their master afterward, times of procreation or death being the significant exemptions. Seahounds live for around 400 years and won't cooperate with creatures other than its owner If a seahound's master dies, the seahound falls into a deep melancholy. Often, the seahound will retrace its masters habits and patterns. Only a family member or a loved one of the owner can hope to establish a bond with the seahound after such an event.

Habitat: CoastalUnderwater

Astromancer

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