Wiki › Monsters & Creatures

Hound of the Night 2014

CR 5 monstrosity

Large monstrosity, Neutral


Armor Class
15 (natural armor)
Hit Points
112 (15d10 + 30)
Speed
30 ft.

STR20 (+5)
DEX16 (+3)
CON14 (+2)
INT7 (-2)
WIS14 (+2)
CHA10 (+0)

Saving Throws
Dexterity +6, Constitution +5, Wisdom +5
Skills
Intimidation +3, Perception +5, Stealth +6
Vulnerabilities
fire
Damage Immunities
cold
Senses
darkvision 60 ft., passive Perception 15
Languages
understands Elvish and Umbral but can't speak
Challenge
5 (1,800 XP) · Proficiency Bonus +3

Fey Scent.

The hound of the night has advantage on Wisdom (Perception) checks that rely on smell. If it is tracking a Fey, Giant, or Humanoid whose scent it knows, the hound can continue tracking that creature if the creature moves into the Border Ethereal or teleports, provided the creature isn’t in the Border Ethereal for more than 1 minute or that the creature doesn’t teleport more than 100 feet at a time.

Actions

Multiattack.

The hound of the night makes two Bite attacks.

Bite.

Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage plus 4 (1d8) cold damage, and the target must succeed on a DC 14 Strength saving throw or be knocked prone.

Frost Breath (Recharge 5–6).

The hound exhales frost in a 15-foot cone. Each creature in the area must make a DC 14 Dexterity saving throw, taking 27 (6d8) cold damage on a failed save, or half as much damage on a successful one.

Teleport (Recharge 4–6).

The hound magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see. Before or after teleporting, the hound can make one Bite attack.

Other versions

Source: Tome of Beasts 1 (2023 Edition) (Kobold Press) · License: OPEN GAME LICENSE Version 1.0a details