Armor Class 20 (natural armor)
Hit Points 380 (20d20 + 180)
Speed 60 ft.
STR
28 (+9)
DEX
24 (+7)
CON
28 (+9)
INT
18 (+4)
WIS
16 (+3)
CHA
18 (+4)
Saving Throws STR +16, CON +16
Damage Resistances Cold, Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Fire, 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 (Fire). 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 fire damage (included in attack). It has immunity to all fire 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).

Incineration. Upon entering this form via Form Shift, Vakthund explodes in a blast of fire. All creatures within 15ft. of Vakthund when the shift occurs must make a DC 22 Dexterity saving throw, or take 64 (16d6) fire damage, half on a successful save.

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) fire damage.

Magmatic Breath (Recharge 5-6).  Vakthund's central head vents a glut of burning magma in a 10x15 ft. area in front of it. All creatures within the area of effect must make a DC 22 Dexterity saving throw or be restrained in the hot magma and take 96 (24d8) fire damage (creatures are not restrained on a successful save and take half damage). Restrained creatures must make a DC 16 Strength to escape. Any creature that initially enters the area or ends its turn in this area receives 3d10 additional fire damage. The affected area burns in this fashion for three rounds, or until Vakthund uses its Form Shift. The area is difficult terrain for the duration.

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 Blizzard form or Tempest form.

Hellfire Barrage (Costs 2 Actions). Vakthund summons a rain of 6 20-foot-radius spheres of flame, centered at 6 points of its choice. All creatures within these spheres must make a DC 20 Dexterity saving throw. The sphere spreads around corners. A creature takes 10d6 fire damage and 10d6 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature in the area of more than one fiery burst is affected only once.

The spell damages objects in the area and ignites flammable objects that aren’t being worn or carried.

Fiery Descent. Vakthund becomes engulfed in flame and leaps into the air, travelling up to half its movement speed and making a melee attack roll against the target. On a hit, the target sustains 15 (3d10) bludgeoning damage and 18 (6d6) fire damage. All creatures within a 20 ft. radius around the point of impact must make a DC 22 Dexterity saving throw or take 18 (6d6) fire 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 wave of heat 100 foot square area it can see. All creatures within the area must make a DC 15 Constitution saving throw or take 3d6 fire damage.

  • A wall of fire 20 feet high and 1 foot thick forms around Vakthund at a 20, 40, or 60 ft. radius of Vakthund's choosing. The effects of each wall are determined by the radius of the wall, as below:

20 ft. - Physical Ranged Attacks and Ranged Spell Attacks of 3rd Level or less are unable to pass through the barrier. If a creature passes through the wall, it takes 12 (3d8) fire damage,

40 ft. - Physical Ranged Attacks and Ranged Spell Attacks of 2nd Level or less are unable to pass through the barrier. If a creature passes through the wall, it takes 8 (2d8) fire damage.

60 ft. - Physical Ranged Attacks and Ranged Spell Attacks of 1st Level or less are unable to pass through the barrier. If a creature passes through the wall, it takes 4 (1d8) fire damage.

  • Vakthund howls for aid, summoning 1d6 Fangs of Vakthund (Fire 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 Immolation Form, the region is hot and dry, and travel is much more taxing than usual (Exhaustion is at DM's discretion).

  • 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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