KING
Yeth Hound (fey bay)

Yeth Hound (fey bay)

Fey · no Crown (Mundane)

T2d6Minor

Ghostly fey hounds, yeth hounds bay across realms, hunting the wicked.

Tier 2  ·  Role Minor  ·  Pool Vigor 2 (+2 overflow)  ·  AC 11  ·  ATK +3  ·  Save DC 13  ·  Dmg 2 (flat)

AC1111 base
Vigor2Tier, plus 2 overflow. Flees at 0, dies at 4 total damage
Move30 ft
Initiatived8rerolled each round
Attack+3d20 + bonus vs AC
Damage2flat, crit d6, floored at 2
Save DC13Tier 2 DC
Crit20natural 20 only
StatScoreModDie
Body12--
Mind8--
Sense14--
Heart14--
Cunning16--
Fate14--

A Minor has no attribute mechanics: the scores describe the creature, they do not roll.

Passives

Passive

Sunlight Banishment

If it starts its turn in sunlight, it is teleported to the Feywild and cannot return until nightfall.

Passive

Flyby

Fly speed 40 ft. Does not provoke opportunity attacks when flying out of reach.

Maneuvers

Maneuver

Bite

Bite attack. On hit, the target makes a Body save (DC 13) or is knocked prone.

Maneuver

Baleful Baying

All non-fey creatures within 300 ft that can hear it make a Heart save (DC 13) or are frightened for 1 minute. Frightened creatures must use their turn to move away from the hound, and repeat the save at the end of each of their turns.

Tactics

GM tactics

Hunts at night in packs of 3-5. One hound bays to scatter prey while others chase down the frightened. Knocks runners prone with bites. Withdraws to the Feywild at dawn, returning the next night to resume the hunt.

Running it

Rules

  • Vigor equal to Tier, with an overflow of the same size behind it: 2, then 2 more. Neither half regenerates.
  • A hit deals a flat 2, no roll. A crit (natural 20 only) rolls d6 and never lands below 2.
  • Crits on a natural 20 only.
  • Minor: no stat modifiers or dice in play; its scores describe the creature, they do not roll.
  • At 0 Vigor it breaks and flees, out of the fight but alive; Fanatics fight on into the overflow instead.
  • Total damage reaching 4 kills it outright, and a single blow of 4 or more kills it on the spot.
  • Vigor damage is simply damage against a Minor: its whole pool is Vigor.
  • Group morale: when its group loses half its number, fled or dead, the rest check morale.
  • NPCs never take wounds.