Houndour / Houndoom Species in Other Realms | World Anvil

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.  

Houndour

It is smart enough to hunt in packs. It uses a variety of cries for communicating with others.


Armor Class12
Hit Points 10d4+10
Speed30 ft.
Strength6 (-2)
Dexterity14 (+2)
Constitution12 (+1)
Intelligence6 (-2)
Wisdom12 (+1)
Charisma10 (+0)
Damage ResistancesFire
SkillsPerception d20+3
SensesPassive Perception 13
LanguagesTerran
Challenge1/2 (100 XP)
Special 1Keen Hearing and SmellHoundour has advantage on Wisdom(Perception) checks that rely on hearing or smell
Special 2Pack TacticsHoundour has advantage on an attack roll againsta creature if at least one of Houndour’s allies
is within 5 ft. of the creature and the ally isn’t incapacitated
Action 1BiteMelee Weapon Attack d20+4 to hit
Reach 5 ft., one targetHit 1d8+2 piercing damage
Action 2EmberRanged Weapon Attack d20+4 to hit
Range 15/30 ft., one targetHit 1d6 fire damage
  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.  

Houndoom

If you are burned by the flames it shoots from its mouth, the pain will never go away.


Armor Class15
Hit Points 20d8+60
Speed40 ft.
Strength16 (+3)
Dexterity14 (+2)
Constitution16 (+3)
Intelligence6 (-2)
Wisdom16 (+3)
Charisma14 (+2)
Damage ResistancesFire
SkillsPerception d20+6
SensesPassive Perception 16
LanguagesIgnan
Challenge5 (1,800 XP)
Special 1Keen Hearing and SmellHoundoom has advantage on Wisdom(Perception) checks that rely on hearing or smell
Special 2Pack TacticsHoundoom has advantage on anattack 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 3Phantom BurnCreatures that take fire damage from Houndoomtake 1d4 psychic damage at the start of each of their turns.
A creature affected by phantom burn can makea DC 14 Constitution saving throwat the end of each of their turns to end this effect
Action 1MultiattackHoundoom uses roar and makes a crunch attack
Action 2Inferno (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 3RoarEach creature of Houndoom’s choice thatis within 60 feet of Houndoom and aware of it must succeed on
a DC 14 Wisdom saving throw or becomefrightened for 1 minute.A creature can repeat the saving throwat the end of each of its turns,
ending the effect on itself on a success.If a creature’s saving throw is successfulor the effect ends for it,the creature is immune to Houndoom’s roar for the next 24 hours
Action 4CrunchMelee Weapon Attack d20+6 to hit
Reach 5 ft., one targetHit 1d8+3 piercing damage plus 4d6 fire damage

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