Soul Hound (3.5e Creature)

Soul Hound

A Soul Hound
Soul Hound
Size/Type: Large Outsider (Augmented Magical Beast, Incorporeal)
Hit Dice: 6d10+18 (51 hp)
Initiative: +5
Speed: 50 ft. (10 squares). fly 50 (perfect)
Armor Class: 15 (–1 size, +1 Dex, +5 natural), touch 10, flat-footed 14
Base Attack/Grapple: +6/+14
Attack: Bite +9 touch (1d6 Constitution)
Full Attack: Bite +9 touch (1d6 Constitution)
Space/Reach: 10 ft./5 ft.
Special Attacks: Breath weapon, freezing bite, trip
Special Qualities: Darkvision 60 ft., scent, Spell Resistance 30.
Saves: Fort +8, Ref +6, Will +3
Abilities: Str 18, Dex 13, Con 16, Int 9, Wis 13, Cha 10
Skills: Hide –1*, Listen +6, Move Silently +7, Spot +6, Survival +1*
Feats: Alertness, Improved Initiative, Track
Environment: Any Environment
Organization: Solitary, pair, or pack (3–5)
Challenge Rating: 5
Treasure: None
Alignment: Always Neutral
Advancement: 7–9 HD (Large); 10–18 HD (Huge)
Level Adjustment:

You feel a coldness about you. Out of the corner of your eye, you could swear that you see a massive, ghostly hound. When you look at it, you see nothing. For those who can see invisible creatures, You see a massive, ghostly hound, the size of a pony, walking through the wall. Its gait is easy and playful. It is sniffing around the dead, as if looking for something.

Soul hounds carry the souls of the dead to the their final resting place in the Endhaven. Within one minute, Eth, the Librarian of the Dead, knows of the death, and he sends his soul hounds to retrieve the soul. As the servants of a god, the soul hounds are considered by most mortals to be "holy" and never to be touched.

Soul hounds are incorporeal in most planes. They are always corporal in the Endhaven.

Soul hounds are not affected by the Lake of Souls and fly through that lake as easily as flying through air.

Combat

Soul hounds do not seek combat. They are merely retrievers of the dead. Should a soul be protected against it (by such means as magic circle or forcecage), they will wait patiently until such effects cease. (These creatures can wait forever. They are immortal.)

Should a being block or manipulate a soul hound, Eth will not intervene. Circles of protections will keep out soul hounds, as they are outsiders. Many necromancers establish their lairs in evil places with the unhallow spell placed upon these area, with the ability of protection. This keeps out soul hounds.

Should any of his soul hounds die, the slayer is thrice cursed by all the negative affects listed in the spell. Only Eth and the Mother of Storms have the power to lift this curse. This price is never cheap.

Soul Senses (Su): Soul hounds can smell anything with a soul, deceased souls, and all incorporeal beings. Effects such as protection from evil block this ability. The target become invisible to the soul hound.

Soul Touch (Su): Soul hounds treat souls as physical objects. They hold onto souls with their teeth (much like a dog holds a ball), carry that soul to the Lake of Souls, or bring souls back to the world. Such spells as resurrection and raise dead. A soul is a tiny object with no Dexterity bonus, giving it an armor class 5. In combat, this ability allows soul hounds to attack targets using touch attacks that inflict Constitution damage.

Undead Like Status (Su): Abilities that turn undead may be used to rebuke a soul hound. Abilities that rebuke or command undead may be used to turn soul hounds.



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