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Core Hound

Large elemental, chaotic evil


  • Armor Class 16 (natural armor)
  • Hit Points 115 (11d10 + 55)
  • Speed 40 ft.


STR DEX CON INT WIS CHA
21 (+5) 9 (-1) 20 (+5) 8 (-1) 10 (+0) 6 (-2)

  • Skills Athletics +8
  • Damage Resistances bludgeoning, piercing, and slashing from non magical attacks
  • Damage Immunities fire
  • Senses darkvision 60 ft., passive Perception 10
  • Languages understands Kalimag but can't speak
  • Challenge 7 (2,900 XP)


Illumination. The core hound sheds bright light in a 15-foot radius and dim light in an additional 15 feet.

Molten Core. A creature that touches the core hound or hits it with a melee attack while within 5 feet of it takes 4 (1d8) fire damage. In addition, any nonĀ­magical weapon that hits the core hound melts. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition that hits the core hound is destroyed after dealing damage.

Two Heads. The core hound has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.

Wakeful. When one of the core hounds heads is asleep, its other head is awake.

Actions

Multiattack. The core hound makes two bite attacks.

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) piercing damage plus 9 (2d8) fire damage.

Molten Breath (Recharge 4-6). The core hound exhales searing flames in a 15-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw, taking 11 (2d10) fire damage on a failed save, or half as much damage on a successful one. A creature failing the save who wears non magical armor or a shield take a permanent and cumulative -1 penalty to the AC it offers. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed.