Royal Hound of the Ember Keep - AI-generated fantasy Monster

Royal Hound of the Ember Keep

Dragonborn nobles and warlords value these hounds for more than loyalty. The breed was shaped to patrol echoing corridors, to hold a line without hesitation, and to make intruders feel judged before the first blade is drawn. Old handlers claim the best of them learn the rhythm of a castle by heart and can tell friend from foe by bootstep, scent, and breath alone.

MediumBeast(Royal Hound)CR 5Unaligned

Royal Hound of the Ember Keep

BeastCastle GuardControllerDragonbornPatrolIntimidationDomestic War Beast
HP93AC15SPD50 ft.CR5 (1,800 XP)PerceptionInsightAthleticsStealth
STR
18
DEX
15
CON
18
save
INT
7
WIS
13
save
CHA
10
Keen Smell. The royal hound has advantage on Wisdom (Perception) checks that rely on smell.
Pack Tactics. The royal hound has advantage on attack rolls against a creature if at least one of the hound's allies is within 5 feet of the creature and the ally is not incapacitated.
Terrifying Presence. The hound emits a low, intimidating growl or bark when a foe enters its guarded space. Creatures that begin their turn within 10 feet of the hound and are frightened of it must repeat the saving throw against that condition at the start of their turn.
Siege Shepherd. The hound is especially dangerous in halls, stairs, and gate chambers. It can move through ally spaces in tight formations and ignores difficult terrain caused by crowded passageways and caltrops in castle corridors.
Multiattack. The royal hound makes two attacks, one with its bite and one with its commanding bark if available.
Bite. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 13 () piercing damage. If the target is a creature, it must succeed on a Strength saving throw or be knocked prone.
Commanding Bark. The hound unleashes a chest-rattling bark in a 15-foot cone. Each creature of the hound's choice in that area must make a Wisdom saving throw. On a failure, a creature takes 13 () thunder damage and is frightened of the hound until the end of its next turn. On a success, it takes half damage and is not frightened. A creature that fails by 5 or more is also pushed up to 10 feet away from the hound.
Royal Cut Off. The hound snaps and drives a target back. One creature within 5 feet of the hound must succeed on a Wisdom saving throw or be unable to take reactions until the start of its next turn and have disadvantage on its next attack roll before then.
Intercept Intruder. When a creature the hound can see enters a space within 5 feet of an ally of the hound, the hound can move up to 10 feet without provoking opportunity attacks. If it ends this movement adjacent to the intruder, the hound may make one Bite attack against that creature.
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