Keen Hearing and Smell. The hound has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics. The horse has advantage on an attack roll against a creature if at least one of the horse's allies is within 5 feet of the creature and the ally isn't [condition]incapacitated[/conditions.
Frenzzy. If separates from the rider it shall continue attacking and gain an extra action until is rider is returned or it has been slain.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.
Trample Melee Weapon Attack +4 to hit, reach 8ft one target. (2d8+2) Bludgeoning damage.
Fire Breath (Recharge 5–6). The horse 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.
Sentery If alerted to an enemies position it will shreik alerting all allies in a 60ft sphere to their position.
Description
Fire-breathing fiends that take the form of powerful Steeds created from Goblin Blood magic and demonic possession. After a transfusion of their riders blood they become fiercely loyal to their handlers causing animalistic rages when harm befalls them.
Lair and Lair Actions
Found typically in Goblin camps or occasionally roaming wild in battle fields near dead horses would occasionally get possessed sampling the blood of their former riders. Some Goblinoid Chefs have scores of these loyal hell beasts within stables or patrolling their territories.
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