Flesh Hound of Khorne (5e Creature)

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Flesh Hound of Khorne[edit]

Medium fiend (demon), chaotic evil


Armor Class 13 (natural armor)
Hit Points 52 (8d8 + 16)
Speed 50 ft.


STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 14 (+2) 5 (-3) 13 (+1) 6 (-2)

Skills Perception +5, Survival +5
Proficiency Bonus +2
Damage Resistances cold, lightning, psychic
Damage Immunities fire, poison
Condition Immunities frightened, poisoned
Senses darkvision 60 ft., passive Perception 15
Languages understands Abyssal but can't speak
Challenge 3 (700 XP)


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

Magic Resistance. The hound has advantage on saving throws against spells and other magical effects.

Pack Tactics. The hound has advantage on attack rolls 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.

ACTIONS

Multiattack. The hound makes two bite attacks.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage and the target must succeed on a DC 14 Strength saving throw or be knocked prone.


Flesh hounds, it is said, are fierce and bestial daemons, with a sinuous, wolf-like form, thick, scaled hides, and a blunt maw full of sharp, shredding teeth. They roam the Abyss in packs, never resting, always hunting. At times, Khorne summons them to the Skull Throne, as a packmaster might call his dogs. He gives his hounds the scent of the blood of some poor unfortunate soul, and unleashes them upon the material world.

Though vaguely canine in form, flesh hounds are more a horrific cross between dog and reptile. Covered with thick scales, hounds mount large horns and usually feature a series of spikes down the spine. Frills grow from various locations, such as the back of the skull, on the throat, or the rear of the jaws. Their coloration ranges from dark red to greyish-black, and all hounds wear a spiked brass Chaos relic known as the Collar of Khorne, granting them protection from the psychic energies so despised by their master.

While patient enough as trackers, hounds tend to give in to their inherent bloodlust when prey is finally sighted. With bone-chilling howls, they rush forward, crossing open ground with astonishing speed. Leaping at the last moment, the hounds attempt to physically overpower their targets, savaging them with teeth and claws. Large or particularly well-armed foes (such as armoured vehicles) are encircled, with individual hounds darting in from different directions, worrying at their target until it finally falls from exhaustion (or, in the case of a vehicle, is disabled and unable to move.) Once the foe is down, the hounds rush in en masse for the final kill. Hounds normally hunt in packs, and only the most well-armed and disciplined of adventurers can hope to face such an attack and survive.

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