Small Monstrosity, Chaotic Neutral
Armor Class 13 Natural Armor
Hit Points 13 (3d6 + 3)
Speed 40 ft.
STR
8 (-1)
DEX
16 (+3)
CON
13 (+1)
INT
6 (-2)
WIS
10 (+0)
CHA
16 (+3)
Skills Perception +2, Stealth +5
Damage Resistances Force
Senses Passive Perception 12
Languages Understands Common and Sylvan but can't speak
Challenge 1/2 (100 XP)
Proficiency Bonus +2
Traits

Constant Chaos. At the start of each of the hound's turns in combat, or every minute it spends excited or distressed outside of combat, it must roll a d10 on the Anomaly Wild Magic Surge table to determine a random magical effect.

Unstable Aura. Whenever the hound rolls a 1 or a 20 on an attack roll, saving throw, or ability check, a surge of raw magic is released. The hound immediately rolls on the Anomaly Wild Magic Surge table.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage.

Bark of Bedlam (Recharge 5–6). The hound lets out a reality-bending bark. Each creature within 15 feet of the hound must succeed on a DC 13 Charisma saving throw or be pushed 10 feet away and suffer a random effect. Roll a d4:

  1. Target turns a vibrant shade of blue for 1 hour.

  2. Target takes 3 (1d6) force damage.

  3. Target is deafened until the end of their next turn.

  4. Target begins to float, levitating 10 feet into the air until the end of their next turn.

Anomaly Wild Magic Surge (d10)

d10 Magical Effect
1 The hound accidentally casts Fireball as a 3rd-level spell centered on itself (DC 13 Dexterity save).
2 The hound teleports up to 30 feet to an unoccupied space it can see.
3 A burst of harmless, colorful flowers and grass sprouts from the ground in a 15-foot radius around the hound.
4 The hound turns invisible for 1 minute or until it attacks or forces a saving throw.
5 The hound casts Levitate on itself, floating upwards.
6 For the next minute, any flammable object the hound touches that isn't being worn or carried instantly bursts into flame.
7 The hound maximizes the damage of the next attack it hits with before the end of its next turn.
8 The hound casts Mirror Image on itself.
9 The hound's size increases by one category (from Small to Medium) for 1 minute, giving it advantage on Strength checks.
10 The hound is bathed in soothing light and regains 1d8 + 3 hit points.

Description

Ecology and Lore: The Anomaly Hound

The Anomaly Hound is not a creature born of nature, but rather a hiccup in the magical weave. Native to the Feywild, these energetic canines are most commonly found in regions where the plane's inherent wild magic is at its most concentrated and volatile, such as the shifting borders between the Seelie and Unseelie Courts, or near portals bleeding into the plane of Limbo.

Spawn of the Shifting Courts

Scholars of the arcane debate whether Anomaly Hounds are regular dogs that wandered too deep into a Fey crossing and became saturated with raw magic, or if they are spontaneous manifestations of the Feywild's chaotic will taking a familiar, friendly shape. Regardless of their origin, they look like perfectly normal, if slightly scruffy, hounds—until they sneeze and accidentally teleport across the room, or wag their tail so hard they cast Levitate on the nearest piece of furniture.

Their fur often shifts in color depending on their mood or the ambient magic of their surroundings, sometimes sparkling with static electricity or leaving a faint trail of glowing paw prints that vanish after a few seconds.

Unintentional Walking Hazards

Anomaly Hounds are not inherently malicious; in fact, they possess the eager, affectionate demeanor of a typical golden retriever or terrier. However, their bodies function as living, breathing wild magic conduits. Their sheer excitement, fear, or even a sudden loud noise can trigger unpredictable magical surges.

For the inhabitants of the Feywild, this is merely a minor inconvenience. A satyr might laugh off being turned bright blue, and an Archfey might find the sudden appearance of a localized fireball amusing. But for mortals or adventurers from the Material Plane, an excited Anomaly Hound wanting to play fetch can quickly become a deadly encounter. Villages situated near Fey crossings have learned to recognize the telltale signs of a wandering Anomaly Hound—usually preceded by sudden, localized weather anomalies or livestock spontaneously floating away.

Feywild Companions

Despite the danger they pose, Anomaly Hounds are highly sought after by certain factions within the Feywild. Archfey of a particularly chaotic bent often keep packs of them as entertainment, watching with glee as the hounds unknowingly wreak havoc on visiting diplomats. Covens of hags occasionally try to domesticate them to harvest their magical residue, though the hounds' unpredictability usually results in the hag's hut being teleported into a swamp or turned into solid cheese.

On the Material Plane, a reckless or highly skilled spellcaster might attempt to adopt an Anomaly Hound as a familiar or pet. Those who succeed must constantly ward their homes against magical mishaps. The bond between such a master and their hound is strong, as the dog seems to sense when its magic has caused harm and will whimper apologetically—sometimes accidentally casting Cure Wounds or Mirror Image in its distress.

Optional Rule: Taming the Chaos If a player character attempts to tame an Anomaly Hound, the DM might require them to succeed on a series of DC 15 Animal Handling checks, made with disadvantage unless the character possesses the Wild Magic Sorcerer origin or a similar chaotic magical background. Even when tamed, the hound's Constant Chaos trait remains active, requiring the party to constantly adapt to the unpredictable magical environment their new pet creates.

SurgDexil

Comments

Posts Quoted:
Reply
Clear All Quotes