The Witcher Continent world illustration - Fantasy theme
Fantasy

The Witcher Continent

S
Steffany686

The continent with the Northern Kingdoms and Nilfgaard Empire. Witchers, are they friend or foe?


Author's Note: If you start as a Witcher, be sure to equip armor, swords, and a medallion from your school at the beginning of the campaign.
Played28 times
Cloned10 times
Created
85 days ago
Last Updated
69 days ago
VisibilityPublic
Hound of the Wild Hunt
CR 5Medium Elemental
Hound of the Wild Hunt
HP Range45 - 75 (Avg: 60)
AC16
XP1800

Description

Born, or so some experts believe, of magic ice crystal, the Hounds of the Wild Hunt race alongside their spectral masters. Like ravenous, feral dogs they are capable only of mindlessly attacking whatever crosses their path. The Hounds' chief weapons are their claws and teeth, using brutal tactics to knock their opponents to the ground before tearing them to shreds. Wounded Hounds fall into a frenzy that amplifies their deadly might, while their icy nature allows them to freeze the ground and create sharp ice spikes to hinder prey. In blizzards or glacial regions, their power intensifies, and legends suggest that under a red moon, they gain further strength, heralding the hunt's arrival.

Details
SizeMedium
TypeElemental
CR5
XP1800
LanguagesUnderstands Common but cannot speak
Defenses
Armor Class16
HP Range45 - 75 (Avg: 60)
Damage VulnerabilitiesNone
Damage ResistancesNone
Damage ImmunitiesNone
Condition ImmunitiesNone
Actions

Bite

Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage plus 7 (2d6) cold damage.

Claw

Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 4) slashing damage.

Frenzy

When reduced to half its hit points, the Hound enters a frenzy, allowing it to make one additional Bite or Claw attack each turn for the next 3 rounds.

Frost Resurgence

The Hound recovers 5 hit points at the start of its turn if it is in an area covered by ice or snow.

Ice Spike

The Hound can create an area of ice spikes in a 20-foot radius centered on itself. Creatures entering the area must succeed on a DC 15 Dexterity saving throw or take 14 (4d6) piercing damage and have their speed reduced to half until the end of their next turn.

This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC . The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License.
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