Medium Aberration, Chaotic Evil
Armor Class 16 natural armor
Hit Points 100 (10d10 + 50)
Speed 40 ft.
STR
18 (+4)
DEX
16 (+3)
CON
12 (+1)
INT
6 (-2)
WIS
16 (+3)
CHA
6 (-2)
Saving Throws DEX +6, CON +4
Skills Perception +7, Stealth +7
Damage Vulnerabilities Thunder
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Blinded, Poisoned
Senses Truesight 60 ft, Passive Perception 18
Languages --
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

Mucus Membrane: Cornerhounds are coated in a layer of semi transparent blue slime. When a creature hits a Cornerhound with a melee attack, they must make a dexterity saving throw or take 2d4 acid damage.

Relentless Hunter: The first time the Cornerhound is slain, it returns to life on its next turn with 10 hit points. The second time, its essence is banished back to the outer realms to reconstitute, where there's a 1 in 3 chance its mind also resets, erasing the quarry's imprint.

Advanced Constitution: At the start of its turn, if a Cornerhound has at least 1 hit point and hasn't taken any radiant damage in the last round, it regains 2d6 HP. 

Interplanar Trackers: Cornerhounds are specialized hunters, capable of tracking their quarry through the planes. A Cornerhound knows the plane, distance, and direction of their designated quarry no matter where it is.

Pack Hunters: The Cornerhound gains advantage on its first attack against an enemy as long as another Cornerhound is adjacent to them. As long as three or more Cornerhounds are within 60 feet of each other, whenever one Cornerhound uses its Multiattack feature, all the other Cornerhounds may use their reaction to immediately perform a Talon attack at Advantage.

Mind-Boggling Visage: The first time any creature witnesses a Cornerhound emerging from its corner teleport, they must make a DC 16 Intelligence saving throw or become frightened of it for the next minute.

Sonic Vulnerability: Cornerhounds use their highly sensitive ears to aid in tracking their quarry. They take double damage from sources of thunder damage.

Actions

Multiattack. The Cornerhound makes two attacks with its talons, or one attack with its talons and one infrasonic roar.

Talons. Melee Weapon Attack: +8 to hit, reach 5 ft., 1 target. Hit: 12 (2d8 + 4) piercing damage and 6 (2d6) psychic damage. 

Infrasonic Roar (recharge 5-6). Ranged Attack: 30 foot range, DC 16 constitution saving throw, all creatures in range. On a failure, the creature is slowed, per the spell, until the end of the Cornerhound's next turn.

Bonus Actions

Corner Teleport. The Cornerhound may, as a bonus action, vanish into any adjacent roughly right-angled surface (between 80-100 degrees and at least 3 feet in one dimension) and reappear out of any other surface meeting the same criteria anywhere in all of existence.

Reactions

Spell-blocking Hide. As a reaction, the Cornerhound can gain advantage on saving throws against magical effects for the next round. It can use this ability three times per day.

Description

Also known as a Hound of Tindalos, the Cornerhound is a creature of the outer realms, so far removed from reality as to be bewildering and disturbing to most mortals. Though it resembles in size and nature a Great Dane or similarly large quadripedal canine, everything about it is simply wrong. Short tentacles grow from its back, and small toothy mouths line its flanks. Its head can be any of a variety of designs.

Cornerhounds are the relentless trackers in service of the Outer Powers. Once they have their quarry assigned, they're incapable of giving up the chase until they've been slain multiple times, or successfully banished for 1 minute. The only small consolation for their quarry is that there are only ever 13 Cornerhounds - no more, no less - and the whole pack is very rarely sent after the same quarry.

Previous Versions

Name Date Modified Views Adds Version Actions
4/14/2026 2:56:39 AM
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Coming Soon

Monster Tags: aberration

Jakorosin

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