Exceptional Hearing and Smell. The warhound has a +10 bonus to Wisdom (Perception) checks made with hearing or smell.
Improved Critical. The warhound's attacks are a critical hit when they roll a 19 or 20.
Powerful Leap. The warhound's long jump is up to 10 feet and their high jump is up to 5 feet if they spend 5 feet of movement beforehand.
Spiked Armor. A creature that touches the warhound or hits them with an attack while within 5 feet takes 2 (1d4) Piercing damage.
Infected Wounds. A creature hit with a Bite attack who does not receive healing in one minute must make a DC 15 Constitution saving throw. On a failure, the creature's wound refuses to stop bleeding, and they cannot restore the hit points lost from a warhound's Bite using a Short or Long Rest until healed with a spell, magic item, or magical effect that restores hit points. Every day a creature is not healed in this way, they take an additional 1 (1d4 - 1) Poison damage, which likewise cannot be regained on a Short or Long Rest.
Multiattack. The warhound uses Leap three times and makes one Bite attack.
Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 4 (1d6 + 2) Piercing damage, and the target must succeed a DC 12 Strength (Athletics) check or have one item they are holding taken by the warhound. The warhound can hold one item at a time in their jaws, and cannot make another Bite attack while holding an item.
Leap. The warhound jumps into a creature's space within 10 feet, forcing a Medium or smaller creature to succeed a DC 12 Strength saving throw or fall Prone. The warhound must expend 5 feet of movement before each Leap.
Throw Item. If the warhound is holding an item in their jaws, they can throw the item 20 feet to the side.
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