Anubal Hound (3.5e Creature)

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Anubal Hound
Size/Type: Large Construct
Hit Dice: 2d10+30 (41 hp)
Initiative: +2
Speed: 50 ft. (10 squares)
Armor Class: 18 (+2 Dex, +6 natural), touch 12, flat-footed 16
Base Attack/Grapple: +1/+10
Attack: Bite +6 melee (1d8+7)
Full Attack: Bite +6 melee (1d8+7)
Space/Reach: 10 ft./5 ft.
Special Attacks: Breath weapon, trip
Special Qualities: Construct traits, freeze
Saves: Fort +0, Ref +2, Will +0
Abilities: Str 21, Dex 14, Con —, Int —, Wis 11, Cha 6
Skills:
Feats:
Environment: Any
Organization: Solitary, pair or pack (5-8)
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 3-8 HD (Large); 9-15 HD (Huge)
Level Adjustment:


Jackal_by_Sekhimet.jpg
Anubal hounds are often adorned
with golden headdresses and jewelry.

Your terrified retreat has taken you over the moon-cast dunes for what feels like miles, but no matter how fast and how far you run, you can't shake the smell of ancient corpses that makes you sick in your stomach. As you turn to glance behind, you spot a great beastly form standing on a high dune, silhouetted by the moonlight.

Forged by anubal wardens, anubal hounds are the silent, obedient protectors of those tombs the warden itself cannot protect. They are constructed of black granite and shaped in the likeness of gigantic jackals, similar to the features of the anubal wardens themselves. The hounds are relentless protectors of their designated crypts, and will only every leave them to chase after those who have stolen without getting caught.

Combat[edit]

Anubal hounds trust their hardy build and natural armor to defend themselves in combat, and approach their foes without fear. They breath a noxious stench reminiscent of rotten corpses and decay onto their foes, hampering as many as possible, and the proceed to devastate foes in melee, using trip attacks when possible.

Breath Weapon (Su): 15-foot cone of charnel stench, standard action once every 1d4 rounds. Creatures within the cone must succeed on a DC 11 Will save or be nauseated for 1d4 rounds. The save DC is Constitution-based.

Trip (Ex): An anubal hound that hits with a bite attack can attempt to trip the opponent (+9 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the anubal hound.

Freeze (Ex): An anubal hound can hold itself so still it appears to be a statue. An observer must succeed on a DC 20 Spot check to notice the anubal hound is really alive.


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