Haistdyr (5e Creature)
Haistdyr[edit]
Large beast, unaligned Armor Class 13 (natural armor)
Saving Throws Dex +4 Keen Hearing and Smell. The haistdyr has advantage on Wisdom (Perception) checks that rely on hearing or smell. Pack Tactics. The haistdyr has advantage on an attack roll against a creature if at least one of the haistdyr's allies is within 5 feet of the creature and the ally isn't incapacitated. Man's Best Friend. If a Haistdyr is in a calm state of mind, they can be befriended. If you want to befriend them, you must succeed in an Animal Handling check with a DC of 18. It takes consistent effort to permanently make them a companion, though. Once they are befriended, if they suffer more than half of their hp with you before 6 months are up, then they will leave your side. If they don't, then they are a permanent companion until you are they perish. Rideable. If they are befriended, they can be ridden. They can move to their normal speed when being ridden, and attack as well. If they are being ridden, the rider has to make a DC 7 Charisma Saving Throw every round to calm and convince the Haistdyr to continue to let them ride them. If they fail, the rider is tossed off and must succeed on a DC 10 Strength saving throw or be knocked prone ACTIONSBite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone Howl. The Haistdyr may take an action to howl. If there are any other Haistdyr in the area, it will summon 1d4-1 of them. The reinforcements will arrive in 1d4+1 rounds. This can only be done once.
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Haistdyr is a violent and aggressive species of animal created by the LAI for home defense. They were modeled after wolves, along with a few other animals. This resulted in a tough hide, a large stature, and a dangerous appetite. These large creatures is a pack animal, which predates on large prey. They are also designed to work together, much like wolves. What they don't have in common is that they tend to travel disjointed from their pack, often appearing alone. But don't be fooled, they can always call out to their family and summon them in seconds. They have a reputation for being dangerous, and for good reason. In the 500-Year-Long-War, squadrons of soldiers had to maneuver around them, and even the LAI had to avoid them. Even in peacetime, 20% of teams sent out into areas known to inhabit Haistdyr return without completing their mission because of Haistdyr, or even perish. After capturing Haistdyr, some humans trained them with patience and care. This resulted in a more domestic, yet still aggressive and dangerous species. It is not recommended that they be handled by regular caretakers, but they can be a man's best friend. Haistdyr sees their caretaker as an equal, a friend, not an owner. It is important to train and raise a Haistdyr like equals, rather than owner and pet. If done incorrectly, the Haistdyr may run away, attack the owner, or be generally disobedient. When done correctly, a Haistdyr can be a loyal companion that will stick with their friend through thick and thin. In some cases, a Haistdyr's friend's life has been saved by their companion. In cases like assault, a Haistdyr can scare off or attack the perpetrator. In a normal state, a Haistdyr is calm and collected, but their temperament can change quickly. If they sense aggression against their friend, they will most likely attack the source of aggression. |
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