Large Monstrosity, Chaotic Neutral
Armor Class 19 (natural armor)
Hit Points 140 (10d10 + 40)
Speed 50 ft.
STR
20 (+5)
DEX
20 (+5)
CON
18 (+4)
INT
6 (-2)
WIS
16 (+3)
CHA
6 (-2)
Saving Throws STR +9, DEX +9
Skills Perception +8
Damage Resistances Cold
Damage Immunities Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Senses Darkvision 120 ft., Passive Perception 18
Languages --
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

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.

Pounce. If Courtaud moves at least 15 feet straight toward a creature and then hits it with a Fang Sword attack on the same turn, that target must succeed on a DC 17 Strength saving throw or be knocked prone.

Frenzied Attack. Courtaud can use its bonus action to give itself and advantage on all melee attack for this turn. However, once used, all attacks against Courtaud will be made with advantage until the start of its next turn.

Actions

Multiattack. Courtaud makes two Fang Sword attacks and uses Death Glare if able.

Fang Sword. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 11 (1d10 + 5) piercing damage plus 7 (2d6) necrotic damage.

Death Glare (Recharge 4-6). Courtaud glares at a creature within 30 feet of it, forcing them to make a DC 17 Wisdom saving throw. On a success, the target takes 2d6 psychic damage and is frightened until the end of Courtaud's next turn.

Howling Breath (Recharge 6). Courtaud exhales blue, cold fire in a 25-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 29 (8d6) necrotic damage on a failed save, or half as much damage on a successful one.

user-101672041

Comments

Posts Quoted:
Reply
Clear All Quotes