Devil Dogs
Devil Dogs
Large dragon demon beast, chaotic evil Armor Class 14 (natural armor) Hit Points 36 (5d10 + 5) Speed 50 ft. STR DEX CON INT WIS CHA 18 (+4) 15 (+2) 14 (+1) 6 (−2) 14 (+2) 6 (−2)
Skills Perception +4, Stealth +4 Senses passive Perception 15 Languages -- Challenge 5 (1,800 XP) Magic Sight. The Devil Dog has disadvantage on Wisdom (Perception) checks that rely on seeing nonmagical visual cues and details, however they are is under a perpetual Detect Magic effect. Keen Hearing and Smell. The Devil Dog has advantage on Wisdom (Perception) checks that rely on hearing or smell. Pack Tactics. The Devil Dog has advantage on an attack roll against a creature if at least one of the Devil Dog's allies is within 5 feet of the creature and the ally isn't incapacitated. Magic in the Blood. The Devil Dog has demonic and draconic blood in it’s veins, leaving a strong connection to magic. This magic is used in largely instinctive ways. Devil Dogs store magic in their blood in spell levels just like spell casters, and their limit in spell levels stored is the Con Bonus + HD. Devil Dogs may spend their stored spell levels to heal themselves at a cost of 1 level for 1d6+1HP, or they can spend one level to boost their Strength by +2 which will fade at the end of their next turn. They can spend as many levels as they want in a turn, once per turn as a bonus action. Stored levels of Magic in the Blood grant a passive bonus equal to half their total level rounded down on saves versus magic effects. Actions Draining Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage and 4 (1d4 +2) necrotic damage. The target must succeed on a DC 13 Constitution saving throw or its hit point maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain by this attack rises 2d4 rounds later as an angry ghost, unless the humanoid is restored to life or its body is destroyed. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is a spellcaster with unspent spell levels or a creature with a spell active on them must make a DC 13 Wisdom save or be drained of 1d4 unused spell levels or up to that level of an active spell chosen by the Devil Dog. These spell levels drained go to refill the Devil Dog’s Magic in the Blood.
Large dragon demon beast, chaotic evil Armor Class 14 (natural armor) Hit Points 36 (5d10 + 5) Speed 50 ft. STR DEX CON INT WIS CHA 18 (+4) 15 (+2) 14 (+1) 6 (−2) 14 (+2) 6 (−2)
Skills Perception +4, Stealth +4 Senses passive Perception 15 Languages -- Challenge 5 (1,800 XP) Magic Sight. The Devil Dog has disadvantage on Wisdom (Perception) checks that rely on seeing nonmagical visual cues and details, however they are is under a perpetual Detect Magic effect. Keen Hearing and Smell. The Devil Dog has advantage on Wisdom (Perception) checks that rely on hearing or smell. Pack Tactics. The Devil Dog has advantage on an attack roll against a creature if at least one of the Devil Dog's allies is within 5 feet of the creature and the ally isn't incapacitated. Magic in the Blood. The Devil Dog has demonic and draconic blood in it’s veins, leaving a strong connection to magic. This magic is used in largely instinctive ways. Devil Dogs store magic in their blood in spell levels just like spell casters, and their limit in spell levels stored is the Con Bonus + HD. Devil Dogs may spend their stored spell levels to heal themselves at a cost of 1 level for 1d6+1HP, or they can spend one level to boost their Strength by +2 which will fade at the end of their next turn. They can spend as many levels as they want in a turn, once per turn as a bonus action. Stored levels of Magic in the Blood grant a passive bonus equal to half their total level rounded down on saves versus magic effects. Actions Draining Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage and 4 (1d4 +2) necrotic damage. The target must succeed on a DC 13 Constitution saving throw or its hit point maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain by this attack rises 2d4 rounds later as an angry ghost, unless the humanoid is restored to life or its body is destroyed. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is a spellcaster with unspent spell levels or a creature with a spell active on them must make a DC 13 Wisdom save or be drained of 1d4 unused spell levels or up to that level of an active spell chosen by the Devil Dog. These spell levels drained go to refill the Devil Dog’s Magic in the Blood.
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