Soft body. The Bile hound can squize though space at the size of small creatures.
Acidic mass. When the Bile hound takes damage excluding psycic or cold they spatter their Acidic fluids around them dealing (2d4) [Acid] damage, to everything within 5 feet.
Keen Hearing. The Bile Hound has advantage on Wisdom (Perception) checks that rely on hearing.
Pack Tactics.The Bile Hound has advantage on an attack roll against a creature if at least one of the Bile Hounds's allies is within 5 feet of the creature and the ally isn't Incapacitated
Unstable body. when the Bile hound reaches 0 hp they can no longer contain the adic in side and the blow up in a violent reaction in a mass of adic and bile, each creature within 15 feet must make a DC 15 Dexterity saving throw, taking (7d6) [Acid] damage on a failed safe or half that on a succesful one.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (6d6 + 5) [Piercing] damage and (2d6) [Acid] damage.
Bile Spray(Recharge6). The bile hound spew a turnt of bile forth in a 30-foot cone each creature in the area must make a DC 15 dexterity saving throw, taking (7d6) [Acid] damage on a faild safe or half that on a succesful one.
Enter the description for how bonus actions work for your monster here.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
Bile Hound are Dire wolfs or large hound changed through magic or alcemical means. The acid infused into their bodies are constantly breaking them down but their enhanced regenretive powers is keeping it in check.
The adic have made their bodies "softer" and more plyable as they are now a more akin to a liqud fild sack, but are also highly unstable
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.
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