Armor Class 20 (natural armor)
Hit Points 380 (20d20 + 180)
Speed 60 ft.
STR
28 (+9)
DEX
24 (+7)
CON
28 (+9)
INT
25 (+7)
WIS
22 (+6)
CHA
18 (+4)
Saving Throws STR +16, CON +16
Damage Resistances Fire, Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Cold, Poison
Condition Immunities Charmed, Poisoned
Senses Blindsight Scent, unlimited range within its domain., Passive Perception 28
Languages Celestial, Primordial
Challenge 24 (62,000 XP)
Proficiency Bonus +7
Traits

Omniscient Defender. Vakthund knows the location of any creature within its territory, as long as that creature has a scent.

Undying Loyalty. Vakthund cannot be permanently killed within its territory, even if its body is entirely obliterated. Upon its death, it regenerates in a new form at the center of its domain in 4d6 hours. At this time, its howl can be heard by all within its territory. Effects that move it to a different Plane or otherwise forcibly remove it from its territory in a non-physical manner have no effect.

Elemental Affinity (Cold). Vakthund's very body is imbued with the element of the state in which it currently inhabits. Its bite attacks count as magical for the purposes of damage calculation, and deal an additional 3d10 cold damage (included in attack). It has immunity to all cold damage, and resistance to its other two forms' elemental damage. This affinity changes with its form.

Multiple Heads. Vakthund has doubled advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. While it sleeps, at least one head is awake. It can take as many reaction attacks as it has heads (3).

Cold Shroud. Upon entering this form via Form Shift, Vakthund becomes shrouded in a veil of intense cold. All creatures within 15ft. of Vakthund when the shift occurs must make a DC 22 Constitution saving throw, or take 15 (3d10) cold damage, half on a successful save.Vakthund gains 6d6 temporary hitpoints. While the effect persists, any creature that lands a melee attack against Vakthund, or ends its turn within 5 ft. of Vakthund sustains 10 cold damage. This effect ends after 1d4 rounds, or until Vakthund loses the temporary hitpoints, or uses Form Shift.

Actions

Multiattack. Vakthund can use its Baneful Howl, and make three bite attacks.

Baneful Howl. All creatures within 300ft. of Vakthund must make a DC 20 Wisdom saving throw, becoming frightened on a failed save. The affected creature(s) can make the saving throw at the end of their turn, ending the condition on a successful save. Upon a successful saving throw, the creature(s) are immune to Vakthund's Baneful Howl for 24 hours.

Bite. Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit: 10 (3d8 + 9) piercing damage and 15 (3d10) cold damage.

Freezing Breath (Recharge 5-6).  Vakthund's central head exhales a blast of intense cold in a 60 ft. cone. All creatures within the area of effect must make a DC 22 Constitution saving throw or take 80 (20d8) cold damage and become frostbitten, half damage on a successful save.

While frostbitten, creatures have their movement speed halved, cannot take reactions, and can only take an Action or Bonus Action on their turn. The affected creature(s) can repeat the saving throw at the end of their turn, ending the effect on a success. Creatures sustain 1d8 cold damage upon each successive failed save, and upon failing a third save become frozen. The frozen status effect functions similarly to the petrified status, but can be ended by the creature taking any form of fire damage, or otherwise being warmed to a high degree.

Legendary Actions

Vakthund can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Vakthund regains spent legendary actions at the start of its turn.

Form Shift. Vakthund shifts to either its Immolation form or Tempest form.

Blizzard (Costs 2 Actions). Vakthund controls the very weather around it, summoning a massive blizzard. Within 200 ft. of Vakthund, wind stirs snow and ice through the air. Creatures within this area have their vision reduced by half, and ranged attacks are taken at disadvantage. All flames (unless specified by their creation) are extinguished. Creatures within this radius must make a DC 20 Constitution saving throw at the end of their turn or take 4d8 cold damage and become frostbitten. The blizzard lasts for three rounds, or until Vakthund uses Form Shift.

Icy Rush. Vakthund becomes enveloped in a shroud of intense cold and moves up to its movement speed and makes a bite attack at a target. This bite attack deals an additional 3d10 cold damage (6d10 total) to the targeted creature. All creatures within 10 ft. of Vakthund while it travels (excluding the target) must make a DC 22 Constitution saving throw or take 3d10 cold damage.

Description

The three-headed hunter of men. A massive shadow cast over the holy lands of the gods. An unstoppable guardian. Vakthund is known by many names, but its role throughout history has been the same; to guard the land of the gods from wayward mortals and other lesser creatures. In the centuries since the Old Gods departed the Mortal Plane, however, this once proud guardian has grown feral and vicious. It now stalks the old holy lands, destroying any who dare trespass within its domain.

Exactly why Vakthund was left behind and subsequently lost its way is not known. Perhaps the gods wanted the Old Lands to remain protected and isolated from mortal hands. Perhaps Vakthund was meant to contend with the covetous and expansionistic goals of the dragons. Whatever the case, Vakthund gradually lost its sanity with the passing years, and has become feral.

Vakthund does maintain its intellect and identity, but is constantly pulling itself asunder in an unending conflict between the warring personalities of its three distinct and vastly different forms.

- Its Blizzard Form, contained within the rightmost head, is the most intelligent of the three, but is ruthless and cold like its element. Like the others, it is dedicated to protecting its territory. While the most intelligent, it is actually the most insane of the three, given its calculated way of killing.

- Its Immolation Form, contained within the leftmost head, is the fiery and fervent protector. It rarely thinks rationally, preferring to kill and destroy without end. Of the three, it is less about protection and more about the destruction of all other beings.

- Its Tempest Form, contained within the center head, is the chaotic and unpredictable personality. It is dedicated to protecting its domain, but is also curious of other creatures and desires to study them before killing them. This often puts it at odds with the other personalities.

While assuming a Form, the respective personality dominates Vakthund. While they will shift forms in order to destroy stronger foes, Vakthund is often hampered by the inability of the heads to agree and work together. If it were to unify its divergent powers and personalities, one can only imagine its destructive potential...

Lair and Lair Actions

Lair Actions:

On initiative count 20 (losing initiative ties), Vakthund takes a lair action to cause one of the following effects; Vakthund can’t use the same effect two rounds in a row:

  • Vakthund summons an intense squall of snow in a 100 foot area it can see. The snow rapidly accumulates, rendering the area difficult terrain for the next round.
  • A cloud of snow swirls about in a 20-foot-radius sphere centered on a point Vakthund can see within 120 feet of it. The cloud spreads around corners. Each creature in the cloud must succeed on a DC 15 Constitution saving throw or be blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  • Vakthund howls for aid, summoning 1d6 Fangs of Vakthund (Cold Variant), which take their initiative at 20. This effect cannot be used again until the last Fang summoned is killed.

Regional Effects

The region that Vakthund prowls is its domain alone, and its power causes the following effects:

  • Within Vakthund's domain, Fangs of Vakthund scour the land, hunting down anything that dares trespass. 
  • The weather changes depending on what form Vakthund currently inhabits. While Vakthund is in his Blizzard Form, the region is bitterly cold, and travel is difficult due to accumulating snow.
  • All creatures within Vakthund's domain feel constantly harried and hunted. A Long Rest cannot be taken outside an area with some degree of magical protection against this effect (demiplanes, tiny hut, and other similar effects).

Upon Vakthund's death, these effects gradually fade over 1d10 days.

Habitat: ArcticMountain

LargestMan

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