Pack Tactics. The bio-hound has advantage on an attack roll against a creature if at least one of the hound’s allies is within 5 feet of the creature and the ally isn’t incapacitated.
Pounce. If the bio-hound moves at least 20 feet straight toward a creature and then hits it with a Hydraulic Bite attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the bio-hound can make one Hydraulic Bite attack against it as a bonus action.
Hydraulic Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
Plasma-Acid Spit (Recharge 5–6). The bio-hound exhales a glob of pressurized, boiling violet acid in a 15-foot line that is 5 feet wide. Each creature in that line must make a DC 12 Dexterity saving throw, taking 7 (2d6) acid damage on a failed save, or half as much damage on a successful one.
Aggressive. As a bonus action, the bio-hound can move up to its speed toward a hostile creature that it can see.
Overclocked Dash. The bio-hound pushes its hydraulic actuators past safety limits. It takes the Dash action as a bonus action, but its speed is reduced by 10 feet on its next turn as its pistons vent steam.
Deflective Plating. When the bio-hound takes bludgeoning, piercing, or slashing damage from a weapon attack, it can use its reaction to angle its reinforced metallic ribs toward the blow. It rolls a 1d4 and reduces the incoming damage by that amount as kinetic sparks erupt from its metal chassis.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Mythic Action Name. Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
The Aurelian Bio-Hound is a sickening testament to the Sky-Reavers' disregard for nature. Once noble, giant island wolves, these creatures have had their flesh peeled away and replaced with whirring hydraulic musculature, copper conduit bundles, and interlocking carbon-steel ribs. They breathe with a deep, digitized wheeze, and their jaws hum with a pressurized hydraulic clamp that can crush plate armor. Their synthetic violet eyes glow through the thickest jungle fog, cold, calculating, and completely stripped of natural animal fear.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
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