Houndour / Houndoom
Houndour is a quadrupedal, canine Pokémon with short, black fur and a red underbelly and muzzle. Its ears and tail are both short and pointed. Two fangs protrude from its upper jaw, and its triangular nose is black. There are white bands on its ankles and rib-like ridges on its back. Houndour appears to have a simplistic, stylized skull on its forehead with the eye orbits creating eyebrow patterning above its actual eyes. It also has circular, red paw pads on each of its three-toed paws.
Houndour is an intelligent Pokémon that forms packs to hunt for prey and shows unparalleled teamwork. It will not abandon a pack member who is sick. It communicates using various barks and howls. Barks are used to determine the location of a pack member during a hunt, which only they can understand, while howls are used as a declaration of ownership over territory. They are known to be loyal and obedient to their Trainers. Houndour can typically be found around rough terrain.
Houndoom is a quadrupedal, canine Pokémon with black fur, a long orange snout, and an orange underbelly. It has small red eyes and a black nose. Around its neck is a white band with a small skull-shaped pendant on its throat. There are two white bands on each of its ankles, as well as three rib-like ridges on its back. Houndoom has a long, skinny tail with a triangular tip and three clawed toes on each paw. Atop its head is a pair of long, curved gray horns. These horns are smaller on the female than the male.
Houndoom live in packs. The one with its horns raked sharply towards the back serves a leadership role. Leadership is determined by fights within the pack. Its gut is full of toxins, which are used to create unique fire mixed with poison. This gives Houndoom's fire a foul odor and the burns it inflicts will never heal. After finishing off its prey, Houndoom divides it evenly among its pack. Houndoom appears near rough terrain areas. Its howling induces shivering in other Pokémon, and often sends them scurrying back to their nests. In the past, people thought Houndoom's howl came from the grim reaper.
Houndour
It is smart enough to hunt in packs. It uses a variety of cries for communicating with others.
Armor Class | 12 | ||
---|---|---|---|
Hit Points | 10d4+10 | ||
Speed | 30 ft. | ||
Strength | 6 (-2) | ||
Dexterity | 14 (+2) | ||
Constitution | 12 (+1) | ||
Intelligence | 6 (-2) | ||
Wisdom | 12 (+1) | ||
Charisma | 10 (+0) | ||
Damage Resistances | Fire | ||
Skills | Perception d20+3 | ||
Senses | Passive Perception 13 | ||
Languages | Terran | ||
Challenge | 1/2 (100 XP) | ||
Special 1 | Keen Hearing and Smell | Houndour has advantage on Wisdom | (Perception) checks that rely on hearing or smell |
Special 2 | Pack Tactics | Houndour has advantage on an attack roll against | a creature if at least one of Houndour’s allies |
is within 5 ft. of the creature and the ally isn’t incapacitated | |||
Action 1 | Bite | Melee Weapon Attack | d20+4 to hit |
Reach 5 ft., one target | Hit 1d8+2 piercing damage | ||
Action 2 | Ember | Ranged Weapon Attack | d20+4 to hit |
Range 15/30 ft., one target | Hit 1d6 fire damage |
Houndoom
If you are burned by the flames it shoots from its mouth, the pain will never go away.
Armor Class | 15 | ||
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Hit Points | 20d8+60 | ||
Speed | 40 ft. | ||
Strength | 16 (+3) | ||
Dexterity | 14 (+2) | ||
Constitution | 16 (+3) | ||
Intelligence | 6 (-2) | ||
Wisdom | 16 (+3) | ||
Charisma | 14 (+2) | ||
Damage Resistances | Fire | ||
Skills | Perception d20+6 | ||
Senses | Passive Perception 16 | ||
Languages | Ignan | ||
Challenge | 5 (1,800 XP) | ||
Special 1 | Keen Hearing and Smell | Houndoom has advantage on Wisdom | (Perception) checks that rely on hearing or smell |
Special 2 | Pack Tactics | Houndoom has advantage on an | attack roll against a creature if at least one of the Houndoom’s |
allies is within 5 ft., of the creature and the ally isn’t incapacitated | |||
Special 3 | Phantom Burn | Creatures that take fire damage from Houndoom | take 1d4 psychic damage at the start of each of their turns. |
A creature affected by phantom burn can make | a DC 14 Constitution saving throw | at the end of each of their turns to end this effect | |
Action 1 | Multiattack | Houndoom uses roar and makes a crunch attack | |
Action 2 | Inferno (Recharge 5-6) | Houndoom unleashes blazing fire. | All creatures in a 30 foot cone must make |
a DC 14 Dexterity saving throw, | taking 6d6 fire damage on a failed save, | or half as much damage on a successful one | |
Action 3 | Roar | Each creature of Houndoom’s choice that | is within 60 feet of Houndoom and aware of it must succeed on |
a DC 14 Wisdom saving throw or become | frightened for 1 minute. | A creature can repeat the saving throw | at the end of each of its turns, |
ending the effect on itself on a success. | If a creature’s saving throw is successful | or the effect ends for it, | the creature is immune to Houndoom’s roar for the next 24 hours |
Action 4 | Crunch | Melee Weapon Attack | d20+6 to hit |
Reach 5 ft., one target | Hit 1d8+3 piercing damage plus 4d6 fire damage |
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