
Original generation · R21 Media Group
Strand Hound
Medium beast, unaligned
They work the tide line between Saltspire and Smuggler Bay in threes and fours, and they are the reason the wreck-pickers go out in company. A strand hound will not contest a living thing that stands its ground. It will follow one for a day and a night, at a distance, waiting for it to sit down.
Armor Class 13 (natural armor)
Hit Points 22 (4d8 + 4)
Speed 40 ft., swim 20 ft.
- STR
- 14 (+2)
- DEX
- 14 (+2)
- CON
- 13 (+1)
- INT
- 3 (-4)
- WIS
- 13 (+1)
- CHA
- 6 (-2)
Skills Stealth +4, Survival +3, Perception +3
Senses darkvision 60 ft., passive Perception 13
Languages —
Challenge 1/2
Traits
Pack Tactics. The hound has advantage on an attack roll against a creature if at least one of the hound's allies is within 5 feet of the creature and the ally isn't incapacitated.
Keen Smell. The hound has advantage on Wisdom (Perception) checks that rely on smell.
Beachcomber. The hound has advantage on Wisdom (Survival) checks to track any creature or object that has been in seawater within the last day. A pack that has found a wreck will hold the tide line over it for as long as the wreck lasts.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. If the hound had advantage on the attack roll, the target must succeed on a DC 12 Strength saving throw or be knocked prone.