Medium Fiend, Chaotic Evil
Armor Class 14 natural armor
Hit Points 22 (4d8 + 4)
Speed 50 ft.
STR
16 (+3)
DEX
14 (+2)
CON
13 (+1)
INT
6 (-2)
WIS
12 (+1)
CHA
6 (-2)
Skills Perception +3, Stealth +4
Damage Resistances Fire, Necrotic
Damage Immunities Poison
Condition Immunities Charmed, Frightened, Poisoned
Senses Darkvision 60, Passive Perception 13
Languages Understands Abyssal and Infernal but can't speak
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

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

Blood Frenzy. The Chaos Warhound has advantage on melee attack rolls against any creature that doesn't have all its hit points.

Khorne's Hunger. If the Chaos Warhound reduces a creature to 0 hit points with a bite attack, it regains hit points equal to half the damage dealt.

Actions

Multiattack. The Chaos Warhound makes two attacks: one with its Bite and one with its Fiery Breath (if available).

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

Fiery Breath (Recharge 5-6). The Chaos Warhound exhales fire in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful one.

Description

Chaos Warhounds of Khorne are vicious and terrifying beasts, bred for war and bloodshed. These demonic hounds serve the Blood God, Khorne, as relentless hunters, tracking down and tearing apart their prey with savage glee. They are covered in matted fur, with eyes that burn with an unholy fire, and their snarling jaws drip with blood and saliva. Chaos Warhounds are often unleashed in packs, overwhelming their enemies through sheer numbers and ferocity. Their connection to Khorne grants them unnatural resilience and a hunger for blood, making them deadly foes on the battlefield.

Ambroz91

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