Hound of the Night¶
These enormous black hounds are most commonly seen panting in the moonlight, wisps of steam rising from their muzzles, while they accompany a nocturnal hunting party.
Fey Bloodhounds. Hounds of the night are bred by the shadow fey for use as hunting companions and guardians, and they excel at both tasks. Far more intelligent than other hounds, they are difficult to evade once they are on a quarry’s trail, because they can think their way past problems that would throw their lesser kin off the trail. Their shadow fey masters claim that hounds of the night can smell a shadow on running water and can sniff out a ghost passing through a wall.
Cousins to Winter. Somewhere in their early existence as a breed, some enterprising hunter interbred them with winter wolves. Every trace of their white fur is long gone, but the cold breath of those dread canines remains.
Dimensional Stepping. Hounds of night excel at distracting prey while some of their pack uses dimension door to achieve some larger goal, such as dragging off a treasure or overwhelming a spellcaster in the back ranks.
Hound of the Night¶
Large monstrosity, unaligned
Armor Class 16 (natural armor)
Hit Points 112 (15d10 + 30)
Speed 30 ft.
|20 (+5)||16 (+3)||14 (+2)||9 (-1)||14 (+2)||10 (+0)|
Saving Throws Dex +6, Con +5, Wis +5
Skills Intimidation + 3, Perception +5, Stealth +6
Damage Immunities cold
Damage Vulnerabilities fire
Senses darkvision 60 ft., passive Perception 15
Languages understands Elvish and Umbral but can’t speak
Challenge 5 (1,800 XP)
Innate Spellcasting. The hound’s innate spellcasting ability is Wisdom (spell save DC 13). It can innately cast the following spells, requiring no material components:
At will: Dimension Door
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 21 (3d10 + 5) piercing damage, and the target must succeed on a DC 15 Strength saving throw or be knocked Prone.
Frost Breath (Recharge 5-6). The hound exhales a 15-foot cone of frost. Those in the area of effect take 44 (8d10) cold damage, or half damage with a successful DC 13 Dexterity saving throw.