Small Aberration, Unaligned
Armor Class 14
Hit Points 36 (8d6 + 8)
Speed 40 ft., climb 20 ft.
STR
11 (+0)
DEX
18 (+4)
CON
12 (+1)
INT
15 (+2)
WIS
16 (+3)
CHA
8 (-1)
Saving Throws DEX +7, WIS +6
Skills Stealth +8
Condition Immunities Blinded, Petrified
Senses Blindsight 120 feet, Passive Perception 13
Languages All It can understand any language, but cannot speak.
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Stalker. The void hound stays out of sight until it can affix it's dark gaze on it's prey. It gains advantage on all Dexterity (Stealth) checks while in dim light or darkness.

Slender Form. The void hound can share the space of a creature it has charmed with no penalty to either creatures movement.

Actions

Multiattack. The void hound makes an attack with it's claws and it's bite.

Claws. Melee weapon attack: +6 to hit, reach 5 ft., 1 target. Hit:  8 (1d6 + 4) slashing damage.

Bite. Melee weapon attack: +6 to hit, reach 5 ft., 1 target. Hit: 7 (1d4 +4) piercing damage. Applies Mind Break.

Call to the Void. As an action, the void hound targets one creature within 30 ft. of it that it can see. The creature must make a DC 14 Wisdom saving throw, or be charmed by the void hound. The charmed creature sees the void hound as harmless, and must make an effort to move closer to the hound. A charmed creature can take any action that they normally would, as long as it does not threaten the void hound, or move them further away from the hound. The void hound has advantage on attacks against the charmed creature. The creature must make another saving throw at the end of their turn to break this effect. A void hound can use this ability 3 times per day.

Mind Break. As a bonus action, the void hound can attempt to take over a charmed creatures mind. A charmed creature that is hit by the hound's bite attack must make a DC 14 Wisdom saving throw or become enslaved by the void hound. The hound may use the charmed creatures AC as it's own, and benefits from any immunities and resistances the creature has while mind break is active. The charmed creature must use it's action on each of it's turns to defend the void hound, even at the cost of it's own life. The charmed creature still has access to all spells and abilities that it normally would. The effect ends when the charmed creature is killed or rendered unconscious. A void hound can use this ability 2 times per day.

Reactions

Mind Slave. As a reaction to being hit, the void hound can force a creature under the effect of Mind Break to take the brunt of the hit. The void hound takes half damage, and the charmed creature takes the other half.

Description

Easily mistaken for a hound, this creature is covered in a short grey fur. On closer inspection, the other-worldly origins of this creature become apparent: hollow pits where it's eyes should be, long thin legs that end in almost human like fingers, and a strange round mouth full of needle-like teeth.

Living underground for most of their lives, void hounds only come to the surface when they are ready to reproduce. Making a nest of the bodies of their victims, a void hound and it's mate can lure entire villages into their caves before disappearing into the underdark again.

Lair and Lair Actions

Void hounds that make their way to the surface make their lairs in dark caves, usually close to a plentiful food source. The floor of the lair is often covered with the corpses of the void hound's victims, in various states of decomposition.

Lair Actions

On initiative count 20 (losing initiative ties), the void hound takes a lair action to cause one of the following effects; the void hound can’t use the same effect two rounds in a row:

  • A creature under the effect of Mind Break can take an action. Any abilities or spells used count against the creatures total uses for that day. 
  • The bodies of the void hounds victims seem to reach out and impede any who get too close. Any creature within 5 feet of a corpse must make a DC 14 Dexterity saving throw or be restrained. The void hound can't use this lair action again until it has used a different one.
  • A thick fog fills the cave, obscuring the view of any creature inside. The void hound can immediately make a Dexterity (Stealth) check, and move up to half it's speed without provoking attacks of opportunity. The void hound can't use this lair action again until it has used a different one.

Regional Effects

The region containing a legendary void hound’s lair is often difficult to navigate, and allows the void hound to travel undetected which creates one or more of the following effects:

  • The surface area within 1 mile of the void hounds's lair is covered in a low hanging fog.
  • Days are unseasonably short, and the nights are dark even in clear weather.

If the void hound dies, these effects fade over the course of 1d4 days.

Habitat: Underdark

Klorkin9

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