Moor Hound
CLIMATE/TERRAIN: Swamp
FREQUENCY: One per pack
ORGANIZATION: Pack leader
ACTIVITY CYCLE: Night
DIET: Carnivorous
INTELLIGENCE: Very (12)
TREASURE: Nil
ALIGNMENT: Neutral evil
NO. APPEARING: 1
ARMOR CLASS: 1
MOVEMENT: 18
HIT DICE: 8
THAC0: 13
NO. OF ATTACKS: 3
DAMAGE/ATTACKS: 1d6/1d6/1d8
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: +1 or better weapon to hit
MAGIC RESISTANCE: 15%
SIZE: L (7’ long)
MORALE: Fearless (20)
XP VALUE: 3,000
The Moor Hound: Unlike the bog hounds, the moor hound is formed wholly of the vapors of the bog. It is a coal-black creature with flaming red eyes. Its jaws can easily fit around a full grown mans head, and are powerful enough to snap bone.
The moor hound can be hit only by magical weapons of at least +1 enchantment; however, it only seems to suffer real damage from them. It can be destroyed only after it has been exposed to sunlight; otherwise, once it has been reduced to 0 hit points or below the moor hound bounds off to regenerate. It always leaves a trail of blood that leads directly to a bog or pool of quicksand, but no further trace of the moor hound can be found until the next night, when it comes back fully regenerated.
If not exposed to sunlight, the moor hound cannot die. It can, however, be captured. If even the slightest beam of sunlight directly hits the moor hound, any apparent damage it took before exposure suddenly becomes real, perhaps slaying it outright. Further, the moor hound can then be hit by ordinary weapons and permanently killed, breaking the curse that gave it life. When the moor hound dies, a ghostly howling marks its passage into nothingness. All bog hounds of its pack immediately crumble into mud and straw as their howls answer and follow those of the pack leader.
Originally appeared in Howls in the Night (1994).