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Let's Read: Volo's Monsters
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<blockquote data-quote="Leatherhead" data-source="post: 7023421" data-attributes="member: 53176"><p>The Yeth Hound's <em>Baleful Baying</em> is really powerful.</p><p>Firstly: It inflicts the frightened condition (which is what applies disadvantage to attack rolls and ability checks, so long as the hound is in sight)</p><p>Secondly: The targets just run, at top speed, directly away from the Hound, through any hazards that might be in their path. Which is no doubt useful for triggering traps, or OAs from other hounds (who get even more damage on their bites for this) and their allies.</p><p></p><p>Unfortunately for the hound, once a target saves against the bay, it will be immune to it for 24 hours, preventing such tactics from working on it.</p><p></p><p>As for what to pair these dogs up with, you should start with other dogs of course. Perhaps the Local Hag Coven has a Kennel or Puppy Mill devoted to nefarious purposes.</p><p></p><p>The Shadow Mastiff Alpha provides an alternate source of long-lasting fear, good for getting more damage out of the Yeth Hounds bite. And Also doubles up on the sunlight weakness angle.</p><p></p><p>Jackals can be used as the stat block for small dogs, have<em> pack tactics</em>, and sport CR 0 (10xp) allowing you to cram oodles of poodles into an encounter.</p><p></p><p>Death Dogs can make two attacks (a shocker, I know) but also inflict a disease that can be used to bypass mental defenses</p><p></p><p>(normal)Mastiffs, Wolves and Wargs can knock targets prone with their bite, which makes them spend extra movement to get up and run away from the Hound's Bay. These three also run the spread of the fractional CRs. Giving the pack's fodder the full gamut of variance.</p><p></p><p>Dire Wolves are the CR 1 variation of the wolf, that comes with <em>pact tactics</em>, so their bite is more accurate to begin with. They can also serve as high level minions when the normal dogs start to become obsoleted.</p><p></p><p>Winter Wolves can do the same, but also have a <em>Cold Breath</em> attack.</p><p></p><p>Hell Hounds are the Fire compliment to the Winter Wolves. They are also Fiends, which adds yet another creature type to bypass protections into the mix.</p><p></p><p>At this point you are probably looking at this pack thinking they have more oomph to them that most humanoid warbands and tribes, if only they had something more to cover their weaknesses. Fortunately for you, there are not one, but TWO such creatures:</p><p></p><p>Jackalweres (often found in the employ of hags) are what happens when a Jackal turns into a manish kind of thing. They can employ weapons (especially bows), have the standard dog powers of keen senses and <em>pack tactics</em>, are immune to non-silver-or-magic weapons, and can put their enemies to sleep by staring at them. Being humanoid allows them to use objects, something most other dogs cannot do. So having your players cleverly shut a door behind them to escape from the pack can be foiled by having one of these guys open it.</p><p></p><p>Werewolfs. The OG Lycanthopes themselves are also kept as servants to hags. They don't bring much to the table that a Jackalwere can't, and don't have the <em>Sleep Gaze</em> option. But make up for those points in spades with pure meat and the ability to spread their curse to the PCs, which can provide some interesting plot hooks and character development.</p><p></p><p>And finally, the pack will be backed up by the Hag Coven, providing all the hag goodness that they can. </p><p></p><p>But if you want an alternative for spellcasting support, or perhaps a slightly more manageable boss. You could go for the Arcanaloth (which is a Yugoloth). Arcanaloth are spellcasting fiends with the head of a jackal, making them look much like a high-class Jackalwere. They were originally created by a Coven Of Night nags in Gehenna, perhaps for Asmodeus. They clock in at cr12 and are able to cast 8th level spells, so you have lots of options with them.</p></blockquote><p></p>
[QUOTE="Leatherhead, post: 7023421, member: 53176"] The Yeth Hound's [I]Baleful Baying[/I] is really powerful. Firstly: It inflicts the frightened condition (which is what applies disadvantage to attack rolls and ability checks, so long as the hound is in sight) Secondly: The targets just run, at top speed, directly away from the Hound, through any hazards that might be in their path. Which is no doubt useful for triggering traps, or OAs from other hounds (who get even more damage on their bites for this) and their allies. Unfortunately for the hound, once a target saves against the bay, it will be immune to it for 24 hours, preventing such tactics from working on it. As for what to pair these dogs up with, you should start with other dogs of course. Perhaps the Local Hag Coven has a Kennel or Puppy Mill devoted to nefarious purposes. The Shadow Mastiff Alpha provides an alternate source of long-lasting fear, good for getting more damage out of the Yeth Hounds bite. And Also doubles up on the sunlight weakness angle. Jackals can be used as the stat block for small dogs, have[I] pack tactics[/I], and sport CR 0 (10xp) allowing you to cram oodles of poodles into an encounter. Death Dogs can make two attacks (a shocker, I know) but also inflict a disease that can be used to bypass mental defenses (normal)Mastiffs, Wolves and Wargs can knock targets prone with their bite, which makes them spend extra movement to get up and run away from the Hound's Bay. These three also run the spread of the fractional CRs. Giving the pack's fodder the full gamut of variance. Dire Wolves are the CR 1 variation of the wolf, that comes with [I]pact tactics[/I], so their bite is more accurate to begin with. They can also serve as high level minions when the normal dogs start to become obsoleted. Winter Wolves can do the same, but also have a [I]Cold Breath[/I] attack. Hell Hounds are the Fire compliment to the Winter Wolves. They are also Fiends, which adds yet another creature type to bypass protections into the mix. At this point you are probably looking at this pack thinking they have more oomph to them that most humanoid warbands and tribes, if only they had something more to cover their weaknesses. Fortunately for you, there are not one, but TWO such creatures: Jackalweres (often found in the employ of hags) are what happens when a Jackal turns into a manish kind of thing. They can employ weapons (especially bows), have the standard dog powers of keen senses and [I]pack tactics[/I], are immune to non-silver-or-magic weapons, and can put their enemies to sleep by staring at them. Being humanoid allows them to use objects, something most other dogs cannot do. So having your players cleverly shut a door behind them to escape from the pack can be foiled by having one of these guys open it. Werewolfs. The OG Lycanthopes themselves are also kept as servants to hags. They don't bring much to the table that a Jackalwere can't, and don't have the [I]Sleep Gaze[/I] option. But make up for those points in spades with pure meat and the ability to spread their curse to the PCs, which can provide some interesting plot hooks and character development. And finally, the pack will be backed up by the Hag Coven, providing all the hag goodness that they can. But if you want an alternative for spellcasting support, or perhaps a slightly more manageable boss. You could go for the Arcanaloth (which is a Yugoloth). Arcanaloth are spellcasting fiends with the head of a jackal, making them look much like a high-class Jackalwere. They were originally created by a Coven Of Night nags in Gehenna, perhaps for Asmodeus. They clock in at cr12 and are able to cast 8th level spells, so you have lots of options with them. [/QUOTE]
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