Dark Hound (5e Creature)

From D&D Wiki

Jump to: navigation, search

Dark Hound[edit]

Medium monstrosity, unaligned


Armor Class 16 (natural armor)
Hit Points 75 (10d8 + 30)
Speed 30 ft.


STR DEX CON INT WIS CHA
17 (+3) 14 (+2) 16 (+3) 4 (-3) 14 (+2) 6 (-2)

Saving Throws Str +5, Con +5
Skills Perception +6, Stealth +6
Proficiency Bonus +2
Senses truesight 60 ft., passive Perception 16
Languages
Challenge 3 (700 XP)


Keen Hearing and Smell. The hound has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Pack Tactics. The 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.

Sunlight Sensitivity. While in sunlight, the hound has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

ACTIONS

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 13 (3d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.

Exude Darkness. Magical darkness spreads from the mangled fur of the hound in a 60-foot-radius sphere for 1 minute, covering it in a shroud of darkness. The darkness spreads around corners. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it.
If any of the darkness's area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.


b71d992765f62db87abfb222e8bfc5c2.jpg

Dark hounds are predators from the Shadowfell with midnight black fur. Said to be twisted reflections of wolves, they are vicious and prowl under the cover of night, when they attack in large packs. During the day, dark hounds retreat to shadowy places and rest, as they cannot stand sunlight.

0.00
(0 votes)

Back to Main Page5e HomebrewCreatures

Home of user-generated,
homebrew pages!


Advertisements: