
The continent with the Northern Kingdoms and Nilfgaard Empire. Witchers, are they friend or foe?
Played | 28 times |
Cloned | 10 times |
Created | 85 days ago |
Last Updated | 69 days ago |
Visibility | Public |
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.
Size | Medium |
Type | Elemental |
CR | 5 |
XP | 1800 |
Languages | Understands Common but cannot speak |
Armor Class | 16 |
HP Range | 45 - 75 (Avg: 60) |
Damage Vulnerabilities | None |
Damage Resistances | None |
Damage Immunities | None |
Condition Immunities | None |
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.