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Blood Scent. A Cwn Nos can follow a scent through phase shifts, ethereal movement, dimension door,
and fey steps of any kind. Teleport and plane shift are beyond their ability to follow.
Living Shadow. While in dim light or darkness, the Cwn Nos has resistance to damage that isn't force,
psychic, or radiant.
Shadow Stealth. W
hile in dim light or darkness, the Cwn Nos can take the Hide action as a bonus
action.
Sunlight Sensitivity. While in sunlight, the Cwn Nos has disadvantage on attack rolls, as well as on
Wisdom (Perception) checks that rely on sight.
Pack Tactics. The Cwn Nos has advantage on an attack roll against a creature if at least one of the
Cwn Nos’s allies is within 5 feet of the creature and the ally isn't incapacitated.
Paralysis Healing. When a Cwn Nos is paralyzed, restrained, grappled, stunned, or prone at the start
of its turn, the Cwn Nos heals for 2d6 + 3.
Innate Spellcasting. The Cwn Nos’s innate spellcasting ability is Wisdom (spell save DC 13). It can
innately cast the following spells, requiring no material components:
At will: dimension door, misty step
Actions
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 21 (3d10 + 5) piercing damage, and
the target must succeed on a DC 15 Strength saving throw or be knocked prone.
Blink Strike (Recharge 5-6). You teleport up to 10 feet toward a target of your choice and make two
Bite attacks against it, which gains a bonus to its attack and damage rolls equal to your Proficiency
Modifier, rounded down, and you can choose to deal necrotic damage instead of the weapon’s normal
damage on a hit.
Frost Breath (Recharge 5–6). The hound exhales a 15-foot cone of frost. Those in the area of effect
take 44 (8d10) cold damage, or half damage with a successful DC 18 Dexterity saving throw.
Unfreeze. The Cwn Nos can use it’s turn in order to end the paralyzed or stunned condition on an ally.
Cwn Nos (Adult)
Armor Class 16 (natural armor)
Hit Points 112 (15d10 + 30)
Speed 30 ft.
Blood Scent. A Cwn Nos can follow a scent through phase shifts, ethereal movement, dimension door,
and fey steps of any kind. Teleport and plane shift are beyond their ability to follow.
Living Shadow. While in dim light or darkness, the Cwn Nos has resistance to damage that isn't force,
psychic, or radiant.
Shadow Stealth. W
hile in dim light or darkness, the Cwn Nos can take the Hide action as a bonus
action.
Sunlight Sensitivity. While in sunlight, the Cwn Nos has disadvantage on attack rolls, as well as on
Wisdom (Perception) checks that rely on sight.
Paralysis Healing. When a Cwn Nos is paralyzed or stunned at the start of it’s turn, the Cwn Nos heals
for 2d6 + 2.
Pack Tactics. The Cwn Nos has advantage on an attack roll against a creature if at least one of the
Cwn Nos’s allies is within 5 feet of the creature and the ally isn't incapacitated.
Innate Spellcasting. The Cwn Nos’s innate spellcasting ability is Wisdom (spell save DC 13). It can
innately cast the following spells, requiring no material components:
At will: dimension door, misty step
Actions
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 21 (3d10 + 5) piercing damage, and
the target must succeed on a DC 15 Strength saving throw or be knocked prone.
Blink Strike (Recharge 5-6). You teleport up to 10 feet toward a target of your choice and make a Bite
attack against it, which gains a bonus to its attack and damage rolls equal to your Proficiency Modifier,
rounded down, and you can choose to deal necrotic damage instead of the weapon’s normal damage
on a hit.
Cwn Nos (Pup)
Armor Class 13 (natural armor)
Hit Points 132 (15d10 + 50)
Speed 30 ft.
Living Shadow. While in dim light or darkness, the Cwn Nos has resistance to damage that isn't
force, psychic, or radiant.
Shadow Stealth. W
hile in dim light or darkness, the Cwn Nos can take the Hide action as a bonus
action.
Mask of the Wild. The Cwn Nos can attempt to hide even when they are only lightly obscured by
foliage, heavy rain, falling snow, mist, and other natural phenomena.
Actions
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 21 (3d10 + 5) piercing damage,
and the target must succeed on a DC 15 Strength saving throw or be knocked prone.