Grimhound (5e Creature)

Grimhound

Small undead, unaligned


Armor Class 14 (natural armor)
Hit Points 18 (4d6 + 4)
Speed 30 ft.


STR DEX CON INT WIS CHA
12 (+1) 17 (+3) 12 (+1) 8 (-1) 10 (+0) 8 (-1)

Saving Throws Dex +5
Skills Stealth +5
Damage Immunities necrotic
Condition Immunities exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
Senses passive Perception 10
Languages
Challenge 2 (450 XP)


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

Nimble Escape. The grimhound can take the Disengage action as a bonus action on each of its turns.

Undead Fortitude. If damage reduces the grimhound to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the grimhound drops to 1 hit point instead.

ACTIONS

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage and 2 (1d4) necrotic damage.

Growl. A creature that can hear and see the grimhound must make a DC 13 Wisdom saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to this grimhound's Growl for the next 24 hours.


Grimhounds are dark, shadowy creatures that gather in places full of the dead, like cemeteries and ancient battlegrounds. They feed off of the necrotic energy that emanates from these places. Those who intrude on the territory of grimhounds are usually safe, but if they attempt to defile the graves, they may be attacked by the grimhounds. Powerful undead can easily sway grimhounds to be under their control.
The grimhound looks like a medium-sized dog, but its face is just a skull and the rest of its body is a cloud of shadow. They will stand completely still and stare at those who enter their territory. Sometimes an eerie growl can be heard if you come too close.


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