Judgment Hound
S-Rank
Monster Manual Entry: Judgment Hound Alignment: Lawful Neutral Health: 300 (30d10 + 150) Stats: Strength: 20 (+5) Dexterity: 18 (+4) Constitution: 20 (+5) Intelligence: 12 (+1) Wisdom: 16 (+3) Charisma: 10 (+0) Saving Throws: Strength +10, Dexterity +9, Constitution +10, Wisdom +8 Skills: Perception +8, Stealth +9, Survival +8 Senses: Darkvision 60 ft., passive Perception 18, Truesight 10 Wisdom Throw Facts/Weaknesses (DC 16): The Judgment Hound is vulnerable to radiant damage. When critically hit, the Judgment Hound loses its temporal tracking ability temporarily, providing an opportunity to escape or regroup. The creature's determination to serve justice can be exploited through illusions or deceptive tactics, potentially confusing or diverting its attention. Armor Class: 18 Speed: 12 meters Fighting Style: The Judgment Hound is a relentless and agile combatant, using its keen senses and mobility to pursue and subdue its prey. It employs hit-and-run tactics, lunging with its razor-sharp teeth before retreating to evaluate the situation and reposition for another assault. Active Abilities and Spells: Temporal Tracking: The Judgment Hound can sense the presence of its prey across space and time, enabling it to track them unerringly. It can track a target within a range of 1 kilometer and can phase through obstacles or barriers to reach them. Bite: Melee Weapon Attack, +10 to hit, reach 3 meters, one target. Hit: 20 (4d6 + 5) piercing damage. Passive Abilities:
Fleeting Justice: As a Bonus action the Judgement hound can disengage. Keen Smell: The Judgment Hound has advantage on Wisdom (Perception) checks that rely on smell. Timeless Vigilance: The creature cannot be surprised, and its initiative rolls are made with advantage. Loot: Hound's Justice - A magical longsword that deals an additional 1d6 radiant damage on a hit and grants advantage on saving throws against enchantment spells. Judgment Fang - A tooth extracted from the Judgment Hound. It can be used as a material component for spells or as a focus for divine rituals
Monster Manual Entry: Judgment Hound Alignment: Lawful Neutral Health: 300 (30d10 + 150) Stats: Strength: 20 (+5) Dexterity: 18 (+4) Constitution: 20 (+5) Intelligence: 12 (+1) Wisdom: 16 (+3) Charisma: 10 (+0) Saving Throws: Strength +10, Dexterity +9, Constitution +10, Wisdom +8 Skills: Perception +8, Stealth +9, Survival +8 Senses: Darkvision 60 ft., passive Perception 18, Truesight 10 Wisdom Throw Facts/Weaknesses (DC 16): The Judgment Hound is vulnerable to radiant damage. When critically hit, the Judgment Hound loses its temporal tracking ability temporarily, providing an opportunity to escape or regroup. The creature's determination to serve justice can be exploited through illusions or deceptive tactics, potentially confusing or diverting its attention. Armor Class: 18 Speed: 12 meters Fighting Style: The Judgment Hound is a relentless and agile combatant, using its keen senses and mobility to pursue and subdue its prey. It employs hit-and-run tactics, lunging with its razor-sharp teeth before retreating to evaluate the situation and reposition for another assault. Active Abilities and Spells: Temporal Tracking: The Judgment Hound can sense the presence of its prey across space and time, enabling it to track them unerringly. It can track a target within a range of 1 kilometer and can phase through obstacles or barriers to reach them. Bite: Melee Weapon Attack, +10 to hit, reach 3 meters, one target. Hit: 20 (4d6 + 5) piercing damage. Passive Abilities:
Fleeting Justice: As a Bonus action the Judgement hound can disengage. Keen Smell: The Judgment Hound has advantage on Wisdom (Perception) checks that rely on smell. Timeless Vigilance: The creature cannot be surprised, and its initiative rolls are made with advantage. Loot: Hound's Justice - A magical longsword that deals an additional 1d6 radiant damage on a hit and grants advantage on saving throws against enchantment spells. Judgment Fang - A tooth extracted from the Judgment Hound. It can be used as a material component for spells or as a focus for divine rituals
Comments