Small Fiend, Neutral Evil
Armor Class 12 natural armor
Hit Points 9 (2d6 + 2)
Speed 40 ft., swim 20 ft.
STR
12 (+1)
DEX
14 (+2)
CON
12 (+1)
INT
3 (-4)
WIS
12 (+1)
CHA
6 (-2)
Skills Perception +3, Stealth +4
Damage Resistances Cold
Senses Darkvision 60 ft., Passive Perception 13
Languages Abyssal understands, but cannot speak it
Challenge 1/8 (25 XP)
Proficiency Bonus +2
Traits

Amphibious. The Abyssal Hound can breathe Air and Water.

Keen Smell. The Abyssal Hound has advantage on Wisdom (perception) checks that rely on smell.

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

Actions

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft, one target. Hit: 5 (1d6 +2) piercing damage, and the target must succeed a DC 10 constitution saving throw or take 3 (1d6) cold damage.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

headmage0705

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