Skullhound

species. Community homebrew from D&D Wiki.

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Skullhound

The skullhounds are believed to have played a part in reviving Orcus as Tenebrous following his destruction. The undead demon lord ordered them to help fetch his wand in Pandemonium. They failed, and Orcus was destroyed a second time. He cursed his inept minions above all else.

Ability Score Increase Your ability scores increase as appropriate for this species.

Size Small

Speed 30 feet ft.

Languages Common

Creature Type Humanoid

Traits

Darkvision. You can see in dim light within 60 feet of you as if it were bright light , and in darkness as if it were dim light . You can't discern color in darkness , only shades of gray.
Claw and Fang. Your claws and fangs are natural weapons that you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d4 + your Strength modifier.
Hellish Visage. Your face is all bony like a skull and reminds people of death. You have advantage on Charisma ( Intimidation ) checks against creatures that can see you.
Demonic Heritage. Your creature type is fiend instead of humanoid. As such, you are immune to spells like crown of madness or dominate person because they specifically target humanoids.
Illusory Influence. You know the minor illusion cantrip, and can cast it without material components. When you reach 3rd level, you can cast the alter self spell once, without material components. When you reach 5th level, you can cast the major image spell once, without material components. You regain use of these spells once you finish a long rest . Charisma is your spellcasting ability for these spells.
Jack of Trades. You are proficient in a tool and instrument of your choice. Wild Wild skullhounds are rare, as they tend to be wanderers in cold areas. As such, they have thick white fur and tend to also run quadrupedally. Their skulls are usually distinguished due to their use of blood as decoration.
Tracker. You have a advantage in Wisdom ( Survival ) checks using your sense of smell. Additionally, whenever you make a Wisdom ( Survival ) check to track creatures with hit points below their maximum that bleed, you are considered proficient in the Survival skill and add double your proficiency bonus to the check, instead of your normal Proficiency Bonus.
Snow Hunter. You have advantage in saving throws against Extreme Cold [1] . You also are proficient with the shortbow and longbow .
Hunter Craft. As part of a short rest , you can use ice, stone, or wood from an object of size Small or larger to create one of the following items: a shield, a club , a javelin , a dagger , or a spear . To use this trait, you need a blade, such as a dagger, or a light hammer. Demon Demon skullhounds are those who are known to work mainly in the realms of Abyss, trying to salvage their god's legacy in the 113th level. Many were trapped as a result of trying to get to Pandemonium, and have been imbued with great fiendish power. Their coats are thin and often pitch black, with a sinewy, gaunt looking body. Gr
Fiery Markings. When in darkness, you can use a bonus action to light up or dim the lines of flame on your skin. These lines provide dim light for up to 10 feet.
Infernal Heritage. When you reach 5th level, you can cast the fireball spell once, without material components. You regain use of this spell once you finish a long rest . Intelligence is your spellcasting ability for this spell. Random Height and Weight Base Height Height Modifier* Base Weight Weight Modifier** 5′ 6'' +2d8 160 lb. × (1d8) lb. *Height = base height + height modifier **Weight = base weight + (height modifier × weight modifier) Back to Main Page → 5e Homebrew → Races ↑ Dungeon Master's Guide, p. 110


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This content was imported from D&D Wiki. It has not been vetted for game balance. Use with DM discretion.

Source: D&D Wiki

Licensed under GNU Free Documentation License 1.3.

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