Armor Class 20 (natural armor)
Hit Points 380 (20d20 + 180)
Speed 60 ft.
STR
28 (+9)
DEX
24 (+7)
CON
28 (+9)
INT
20 (+5)
WIS
20 (+5)
CHA
22 (+6)
Saving Throws STR +16, CON +16
Damage Resistances Cold, Fire; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Lightning, Poison, Thunder
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 (Lightning). 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 lightning damage (included in attack). It has immunity to all thunder and lightning 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).

Whirlwind. Upon entering this form via Form Shift, thunder roars and Vakthund is shrouded in a ring of powerful winds. All creatures within 15 ft. of Vakthund take 16 (4d8) lighting damage and must make a DC 22 Strength saving throw or be thrown backwards 30 ft. and prone. 

While this whirlwind persists, all ranged attacks against Vakthund are taken at disadvantage, and any creature that attempts to move closer than 15 ft. to Vakthund must make the above Strength DC or be blown backwards. This effect ends after one round.

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) lightning damage.

Lightning Breath (Recharge 5-6).  Vakthund's central head fires a bolt of lightning in a 10 ft. wide line that is 120 ft. long. All creatures within the area of effect must make a DC 22 Dexterity saving throw or take 80 (20d8) lightning damage. Affected creatures must make a DC 20 Constitution saving throw or be paralyzed until the end of Vakthund's next turn. Paralyzed creatures can repeat the saving throw at the end of their turn, ending the effect on a success.

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 Immolation form.

Call to the Heavens (Costs 2 Actions). Vakthund summons a barrage of lightning upon itself. All creatures within 30 ft. are deafened and must make a DC 22 Dexterity saving throw or take 32 (8d8) lightning damage and 32 (8d8) thunder damage, half on a successful save. All creatures within 100 ft. and outside 30 ft. must make a DC 20 Constitution saving throw or take 32 (8d8) thunder damage and be deafened.

Deafened creatures can repeat the saving throw at the end of their turns, ending the effect on a success.

Gale. Vakthund sends out a gust of wind in a 20 ft. wide line in a direction it chooses.  All creatures within 30 ft. of this wall of wind must make a DC 20 Strength saving throw or be blown backwards 30 ft and prone.

Discharge. Vakthund can use its lighting breath attack if it is charged, or automatically recharge it

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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