Large Plant, Lawful Evil
Armor Class 16
Hit Points 170 (17d10 + 76)
Speed
STR
19 (+4)
DEX
16 (+3)
CON
19 (+4)
INT
6 (-2)
WIS
12 (+1)
CHA
8 (-1)
Saving Throws DEX +7, CON +8, WIS +5
Damage Resistances Bludgeoning, Piercing, and Slashing from Mundane Attacks
Damage Immunities Cold, Necrotic
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
Senses Passive Perception 15
Languages --
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits

Deathly Chill Aura. Any creature that starts its turn within 10 feet of the hound takes 11 (2d10) cold damage and has its speed reduced by 10 feet until the start of its next turn.

Actions

Multiattack. The hound makes two attacks with its Shadow-Bite.

Shadow-Bite. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 21 (3d10 + 5) piercing damage plus 11 (2d10) necrotic damage. If the target is a creature, it is grappled (escape DC 15). Until this grapple ends, the target takes 11 (2d10) necrotic damage at the start of each of its turns, and the hound can't bite another target.

Bonus Actions

Shadow Jump. If the hound is in dim light or darkness (such as the freezing fog of the rotting forest), it can teleport up to 60 feet to an unoccupied space it can see that is also in dim light or darkness. It then has advantage on the first melee attack it makes before the end of the turn.

Reactions

Reaction Name. Enter the description for your action.

Legendary Actions

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 Actions

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 Earlking's Shadow. Woven from darkness and freezing fog, the gaunt, eyeless Bodak Hound acts as the Queen's skirmisher. It uses the heavy fog to teleport erratically across the battlefield, ambushing isolated targets and draining their life force with its blistering cold aura and necrotic bite.ng them in poisonous spores while the other monsters move in for the kill.

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.

SirShinyHead

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