
Flesh Hound
Creature
Characters
Attributes
Unorganized
STATS
Flesh Hound
Medium aberration, chaotic evil
—Armor Class 15 (natural armor)
Hit Points 65 (10d8 + 20)
Speed
— 50 ft.
STR DEX CON INT WIS CHA
—16 (+3) 18 (+4) 15 (+2) 3 (-4) 13 (+1) 8 (-1)
Saving Throws Dex +7, Wis +4, Cha +2
Damage Resistances bludgeoning, piercing and slashing
damage from nonmagical weapons
Condition Immunities blinded, charmed, frightened
Senses darkvision 120 ft., passive Perception 11
Languages -
Challenge
—5 (1,800 XP)
Cruelty. If the flesh hound hits with an attack that was made
with advantage, it deals an additional 10 (3d6) damage.
Magical Attacks. The growth’s weapons attacks are magical.
Actions
Multiattack. The flesh hound makes 2 bite attacks.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 13 (2d8 + 4) piercing damage.
Tentacle. Melee Weapon Attack: +6 to hit, reach 5 ft., one
creature. Hit: 9 (2d4 + 4) bludgeoning damage and the
creature is grappled, escape DC 13. The grappled creature
must succeed a DC 13 Constitution saving throw or is
paralyzed until the end of the flesh hound’s next turn.
Medium aberration, chaotic evil
—Armor Class 15 (natural armor)
Hit Points 65 (10d8 + 20)
Speed
— 50 ft.
STR DEX CON INT WIS CHA
—16 (+3) 18 (+4) 15 (+2) 3 (-4) 13 (+1) 8 (-1)
Saving Throws Dex +7, Wis +4, Cha +2
Damage Resistances bludgeoning, piercing and slashing
damage from nonmagical weapons
Condition Immunities blinded, charmed, frightened
Senses darkvision 120 ft., passive Perception 11
Languages -
Challenge
—5 (1,800 XP)
Cruelty. If the flesh hound hits with an attack that was made
with advantage, it deals an additional 10 (3d6) damage.
Magical Attacks. The growth’s weapons attacks are magical.
Actions
Multiattack. The flesh hound makes 2 bite attacks.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 13 (2d8 + 4) piercing damage.
Tentacle. Melee Weapon Attack: +6 to hit, reach 5 ft., one
creature. Hit: 9 (2d4 + 4) bludgeoning damage and the
creature is grappled, escape DC 13. The grappled creature
must succeed a DC 13 Constitution saving throw or is
paralyzed until the end of the flesh hound’s next turn.