Medium Humanoid (Human, Shapechanger), Lawful Evil
Armor Class 20 (plate, shield)
Hit Points 52 (8d8 + 16)
Speed 30 ft.
STR
18 (+4)
DEX
11 (+0)
CON
15 (+2)
INT
10 (+0)
WIS
12 (+1)
CHA
15 (+2)
Saving Throws WIS +4, CHA +5
Skills Athletics +7, Insight +4, Perception +4
Damage Immunities Fire; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Senses Darkvision 60 ft., Passive Perception 11
Languages Common
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Spellcasting. The werehellhound knight is a 6th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). The werehellhound kinght has the following paladin spells prepared:

1st level (4 slots): command, cure wounds, divine favor, heroismprotection from evil and goodshield of faith

2nd level (2 slots): branding smite, magic weapon*, zone of truth

*The werehellhound knight casts these spells on itself before combat.

Aura of Protection. Whenever the werehellhound knight or an allied creature within 10 feet of it must make a saving throw, the creature gains a bonus to the saving throw equal to the werehellhound knight's Charisma modifier (+2). The werehellhound knight must be conscious to grant this bonus.

Divine Health. The werehellhound knight is immune to disease.

Shapechanger. The werehellhound knight can use its action to polymorph   into a hellhound-humanoid hybrid or back into its true form, which is humanoid. Its statistics are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.

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.

Unholy Smite. When the werehellhound knight hits a creature with a melee weapon attack, it can expend one spell slot to deal necrotic damage. The extra damage is 9 (2d8) necrotic damage for a 1st level spellslot, or 13 (3d8) necrotic damage for a 2nd level spellslot. The Damage increases by 5 (1d8) if the target is a celestial.

Actions

Multiattack. (Humanoid or Hybrid Form Only). The Werehellhound Knight makes three attacks: two with its longsword or heavy crossbow (humanoid or hybrid form form) and one with its bite  (hybrid form).

Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 8 (1d8 + 4) slashing damage.

Heavy Crossbow. Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage plus 7 (2d6) fire damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with lycanthropy.

Fire Breath (Recharge 5–6). The hound exhales fire in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one.

Divine Sense (3/Day). The werehellhound knight can detect otherworldly or undead forces. Until the end of its next turn, the werehellhound knight knows the location of any celestial, fiend, or undead within 60 feet of it that is not behind total cover. It knows the type (celestial, fiend, or undead) of any being whose presence it senses, but not its identity. Within the same radius, the werehellhound knight also detects the presence of any place or object that has been consecrated or desecrated, as with the Hallow spell.

Lay on Hands (Recharges after a Long Rest). The werehellhound knight can touch a creature and draw power from its pool of 30 hit points to restore a number of hit points to the creature, up tp the maximum amount remaining in its pool. Alternatively, the werehellhound knight can expend 5 hit points from its pool of healing to cure the target of one disease or neutralize one poison affecting it. The werehellhound knight can cure multiple diseases and neutralize multiple poisons with a single lay on hands, expending hit points separately for each one. This feature has no effect on undead or constructs. 

 

 

Bonus Actions

Oath of Protection (recharge after a short or long rest). The werehellhound knight can channel divine energy to fuel either of the following magical effects.

  • Vow of protection. The werehellhound knight can use its Oath of Protection to bolster its defense. As a bonus action. it can utter a vow of protection against a creature it can see within 30 feet. That creature gains disadvantage on attack rolls against the werehellhound knight for 1 minute or until the werehellhound knight drops to 0 hit points or falls unconscious.
  • Divine Ward. The werehellhound knight can use its Oath of Protection to offer protection to those around it. It can present its holy symbol and each creature of its choice that it can see within 30 feet becomes warded for 1 minute. Any creature who targets a warded creature with an attack or harmful spell must first make a DC 13 Wisdom saving throw. On a failed save, the creature must choose a new target of lose the attack or spell. This effect doesn't protect the warded creature from area effects, such as the explosion of a fireball. If the warded creature makes an attack or casts a spell that affects an enemy creature, this effect ends. This effect ends on  the creature if the knight is incapacitated or dies or if the warded creature is more than 30 feet away from it. 
Reactions

Protection. When a creature the werehellhound knight can see attacks a target other than the werehellhound knight that is within 5 feet of the knight, the werehellhound knight can use its reaction to impose disadvantage on the attack roll. The werehellhound knight must be wielding a shield to use this feature.

Description

A Knight of the Crown who has chosen to stay loyal to the crown despite the Midnight Curse, has been turned into a werehellhound lycanthrope by the newly crowned Queen Aphinah as a gift for its service. Maintaining the tenets of its oath to protect the sovereign, a werehellhound knight relies on its divine magic and shapechanger
abilities to weed out and persecute any and all opposition. Serving as the queen’s private
guard and commando, werehellhound knights always travel in packs of at least two members and spread the flames of their hellish curse upon their victims.

Habitat: Urban

BigW1ll1e

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