Grimhound (5e Creature)
Grimhound
Small undead, unaligned Armor Class 14 (natural armor)
Saving Throws Dex +5 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. ACTIONSBite. 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.
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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. |
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