Conduit Hound (5e Creature)
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Conduit Hound[edit]
Large construct, unaligned Armor Class 18 (natural armor)
Saving Throws Str +5, Wis +7 Keen Hearing and Smell. The conduit hound has advantage on Wisdom (Perception) checks that rely on hearing or smell. Lightning Absorption. Whenever the conduit hound is subjected to lightning damage, it takes no damage and instead gains a number of hit points equal to the lightning damage dealt. Limited Telepathy. Using telepathy, the conduit hound can magically communicate with any other conduit hound within 120 feet of it. Pack Tactics. The conduit hound has advantage on an attack roll against a creature if at least one of the conduit hound's allies is within 5 feet of the creature and the ally isn't incapacitated. Voltaic Charges. The conduit hound has 10 voltaic charges which can be used to strengthen certain actions. Spent voltaic charges are replenished when the conduit hound completes a long rest. ACTIONSMultiattack. The conduit hound makes three melee attacks: one with its bite and two with its claws. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) piercing damage. Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage. Electric Torrent (Recharge 4-6). The conduit hound vomits a torrent of electricity in a 60-foot line that is 5 feet wide. Each creature that line must make a DC 15 Dexterity saving throw, taking 19 (3d12) lightning damage on a failed save, or half as much on a successful one. Electrical Auger. The conduit hound’s movement speed is reduced to 0, it is incapable of being moved, and it deals an additional 5 (1d10) lightning damage when it hits with a melee attack. In this state, the conduit hound rapidly regenerates voltaic charges, regaining one voltaic charge at the end of each of its turns. The conduit hound may expend an action to end this state. BONUS ACTIONSMark for Retrieval (Costs 1 Voltaic Charge). The conduit hound chooses a creature that it can see within 120 feet of it and forces it to make a DC 15 Constitution saving throw. On a failed save, the conduit hound has advantage on attack rolls made against that creature and any Wisdom (Perception or Survival) check it makes to find it for 1 minute. REACTIONSUnbridled Fury. In response to being hit by a melee attack, the conduit hound can make one melee weapon attack with advantage against the attacker. Controlled Shock (Costs 1 Voltaic Charge). If a creature within 5 feet of the conduit hound hits it with an attack, the conduit hound shocks the creature. The target must succeed on a DC 15 Constitution saving throw or take 10 (4d4) lightning damage and be stunned until the end of its next turn. |
Conduit hounds typically operate in packs of four or, if whatever they're after is particularly important, six. They function as an elite retrieval, or kill, squad that excels at tracking down, and sometimes retrieving, smaller groups of creatures. They also do well at extracting and storing large swathes of energy, and are more often employed alone into the unknown in order to set up temporary drilling camps where they can extract power from certain nodes across the planet. In terms of design, conduit hounds are large, bipedal constructs that stand at least 10 feet tall. They have only two legs and use their large tail as a way to balance themselves in a way not too dissimilar to the Mexican Mole Lizard, although the tail of a conduit hound is significantly shorter. The internal anatomy of a conduit hound, which is a series of supportive skeletal frames, wires, and other bits and bobs of electrical pieces, is thoroughly protected by its layers of thick, silvery metal plates. The head of a conduit hound is fairly large and vaguely bear-like, and its mouth is decorated with several rows of razor-sharp metal teeth. Combined with the curvature of these plates and the head of the conduit hound, the conduit hound almost resembles a strange, two-legged metal bear, albeit without ears or fur. |
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