A Mystic
SecretsWeb
Enhancement
By
Mike Mearls
Mystic
Secrets: The Lore of Word and Rune introduced
the dreaded heralds of annihilation, fearsome nihilists
who serve the power known as the Dark. The heralds gather
undead minions to their side as allies in their quest
to destroy the cosmos. Sometimes, a herald gains the services
of a dreaded hound of annihilation. These fearsome beasts
are sculpted from an unholy combination of negative energy
and the primal, runic power of rage. Only the most accomplished
heralds can tame these beasts, and their appearance is
an omen of terrible tragedy. But even a herald of annihilation
cannot truly control these hounds. They range far ahead
of their master, giving warning of his approach while
spreading death and misery. Some believe the heralds delight
in using the hounds to announce their arrival. The sadistic
heralds enjoy the slow boil of fear and panic that the
hounds spark.
You
don't need a copy of Mystic Secrets to use this
new monster. This article has everything you need to introduce
the hounds of annihilation into your Monte
Cook's Arcana Unearthed or standard d20 campaign
Hound
of Annihilation
Medium
Outsider
Hit Dice: 6d8+18 (45 hp), dying/dead -4/-17
Initiative: +8
Speed: 40 feet, fly 40 feet (perfect)
AC: 16 (+2 natural, +4 Dex), touch 12, flat-footed
14
Base Attack/Grapple: +6/+8
Attack: Bite +9 melee (1d8+6 and level drain)
Full Attack: Bite +9 melee (1d8+6 and level drain)
and 2 claws +4 melee (1d6+1)
Space/Reach: 5 feet/5 feet (Face/Reach: 5 feet
by 5 feet/5 feet)
Special Attacks: Enervating bite, howl of annihilation
Special Qualities: Darkvision 60 feet, DR 10/magic
(or 10/+1), herald of shadow, phased travel, SR 15
Saves: Fort +8, Ref +9, Will +7
Abilities: Str 14, Dex 18, Con 17, Int 11, Wis
15, Cha 13
Skills: Balance +13, Escape Artist +13, Hide +13,
Intuit Direction +11, Jump +11, Listen +11, Move Silently
+13, Spot +11
Feats: Fleet of Foot, Improved Initiative, Weapon
Focus (bite), Weapon Specialization (bite)
Environment: Any
Organization: Solitary or pack (28)
Challenge Rating: 5
Treasure: Standard
Advancement: Medium (710 HD); Large (1118
HD)
A
hound of annihilation is a horrifying cross between a
monstrous dog and a shadowy being of pure darkness. As
befits its shadowy nature, it can slide through physical
barriers in pursuit of its prey, and its terrible bite
drains its victim's soul into oblivion. While feral in
appearance, hounds have human-level intelligence and use
deadly, well-planned tactics against their enemies.
A
hound is about 6 feet long and 4 feet tall at the shoulder.
It has short, sleek black fur and blue flames that flicker
from its eye sockets. Its long, jagged fangs shine in
the moonlight like obsidian daggers. Inky wells of negative
energy pockmark its body. What looks like a normal patch
of glistening black fur might be a pool of pure darkness.
A brave warrior might slash at a hound, only to watch
his blade pass through its body without touching hair,
hide, or bone. The hounds exist in the gap between this
reality and the Dark's forsaken plane. Parts of their
body exist within the world, while others shift to other
worlds. This deep-rooted connection to the Dark allows
the hound to manifest several deadly, magical attacks.
Like
their masters, hounds of annihilation delight in causing
misery and pain. They roam the land before a herald of
annihilation, descending in small packs upon villages
and towns to destroy all who live there. Hounds are cowards
at heart. They prefer running helpless peasants to the
ground over facing a well-armed band of fighters. But
when their masters push them, they throw themselves into
any fight with relish.
Combat
Hounds
prefer to attack from ambush. They use their skills to
sneak close to a victim. If possible, they use their ability
to phase through solid objects to strike at helpless victims
or launch quick, savage strikes that slowly wear down
their enemies. A hound usually phases in to attack and
tears into the weakest-looking target. Then it and either
uses its phased travel ability (see below) to escape or
stuns its opponents with its howl to finish them off or
retreat in safety.
The
hounds prefer these tactics because their Armor Class
and hit points are too low to risk a direct confrontation.
They must rely on their herald of shadow ability to ruin
attacks, but spells can quickly whittle away their strength.
A hound usually prefers to fight with its back to a wall,
giving it an easy escape route via its phased travel ability.
It may even lure its opponents into a dead end and allow
its allies to trap them while it escapes.
Enervating
Bite (Su): The hound's terrible bite tears through
flesh, bone, and the raw essence of its victim's life
force. Anyone hit by this attack gains a negative level,
while the hound gains 5 temporary hit points. A Fortitude
save (DC 14) is required to remove the level. This DC
is Charisma based.
Howl
of Annihilation (Su): Once per day, the hound can
unleash a terrible, keening wail that carries with it
the focused, psionic scream of all its victims. The hound
projects this energy in a 30-foot cone. Anyone in this
area must make a Fortitude save (DC 14) or be stunned
for 1d6+1 rounds. This is a Charisma-based DC.
Herald
of Shadow (Su): The hound's strange combination of
negative energy and a physical form make it difficult
to land effective blows against it. Swords, arrows, and
other attacks risk passing harmlessly through the aura
of energy that sustains it. Any successful physical attack
against the hound has a 50 percent miss chance. If the
hound gains the benefits of concealment, test for the
higher of this miss chance or concealment. Do not check
both.
Phased
Travel (Su): The hound can attune its body to a strange
harmonic frequency that allows it to travel through solid
objects. Once every minute (10 rounds) it can move through
solid objects as part of a single move action. This movement
does not provoke attacks of opportunity. It can move through
enemy squares without penalty and ignores all terrain
features. It must end its movement in a clear space. If
somehow it ends its space in an object, it is immediately
destroyed as it phases into existence within the object.
If it ends its move in a creature's space, it traces its
path back to the first clear space and appears there.
Generic
Fantasy Conversion
If
you don't play Monte Cook's Arcana Unearthed, you
will need a few additional stats to use this monster in
your standard d20 game. The hound of annihilation is an
eager servant of evil. It might fight alongside a cult
dedicated to a god of darkness, or it could be a planar
mercenary in service to a demon or devil.
Creature
Type: Add evil and lawful subtypes.
Hit
Dice: Ignore dying/dead values.
Feats:
Remove the Fleet of Foot feat and reduce the hound's ground
speed by 10 feet. Remove Weapon Specialization (it lacks
fighter levels) and replace it with Power Attack.
Alignment:
Lawful evil.