Hound of Madness
Medium aberration, chaotic evil
Armor Class 14 (natural armour)
Hit Points 85
Speed
30ft
Swim: 30ft
Saving Throws Constitution +6
Condition Immunities Blinded
Senses Blindsight 60 feet; passive perception 12
Languages Deep speech.
Challenge 4
False appearance: While the hound of madness is sitting prone and remains still, it is indistinguishable from a mangrove tree.
Optional: Horrifying Presence: Creatures within 30 feet of the hound of madness and who are aware of what it is must succeed on a wisdom saving throw (DC 14) or take one point of sanity damage. Whether the saving throw succeeds or fails, the creature then becomes immune to this effect for 24 hours.
Actions
Multiattack: The hound of madness makes two attacks: one with its tentacles and one with its bite.
Tentacles: Melee Weapon Attack: +5, 12 (2d8 + 3) bludgeoning damage. The target is grappled (escape DC 14) and, if its size is medium or smaller, it is also restrained until the grapple ends; the hound of madness can only grapple one target at a time, but has advantage on all attack rolls against that target while the grapple persists.
Bite: Melee Weapon Attack: +5, 16 (3d8 + 3) piercing damage. Any creature bitten by the hound of madness must succeed on a constitution saving throw (DC 14) or become afflicted with insanity as the madness-inducing slime from its maw courses through their body. If the hound is not serving a master, the madness takes the form of a creeping delirium, with the victim becoming progressively more nonsensical over the course of a day as the venom takes hold; if the hound is serving a master, the victim instead develops a negative mental quirk and becomes charmed by them, receiving commands telepathically as long as they and the master are on the same plane of existence. Victims are permitted to make additional saving throws at the end of each day, but the madness becomes permanent if it has not been resisted by the end of the day three. Permanent madness can only be removed by means of the greater restoration spell or similar magic. Creatures succeeding on their saving throw or otherwise cured of their madness feel as though they have just awoken from a deep sleep and remember nothing of the time during which they were afflicted.
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