based on the heroism spell from the Player’s Handbook. It’s part of a series in the Player’s Spellbook podcast, in which Derek and Tim discuss all the spells of Dungeons and Dragons 5th Edition, from the perspective of Dungeon Masters and players. Feel free to listen along to the podcast as they consider the spell-based monsters within this series! New episodes air every Monday morning, and are accompanied by new monster stat blocks on the DMs Guild. Gloryhound Medium celestial, neutral good
Armor Class 15 (natural armor)
Hit Points 65 (10d8 + 20) Speed 30 ft., fly 30 ft.
STR DEX CON INT WIS CHA
19 (+4) 12 (+1) 15 (+2) 10 (+0) 6 (-2) 16 (+3)
Saving Throws Dex +4, Wis +5, Cha +7 Gloryhound
Skills Persuasion +7 Damage Resistances radiant, necrotic; bludgeoning, piercing, Gloryhounds are celestials that inspire heroes to do and slashing from nonmagical attacks deeds that live on in legend. Their celestial nature gives Condition Immunities frightened gloryhounds a different perspective on death. They Senses truesight 60 ft., passive Perception 18 would much rather a mortal die in a blaze of glory than Languages Celestial, telepathy 60 ft. live a long life of anonymity. Challenge 5 (1,800 XP) Tactics and caution aren’t high on the list of priorities for gloryhounds. These mighty celestials urge those they Heroic Resolve. The gloryhound gains 5 temporary hit points at lead to throw themselves into the fray, reveling in the the start of each of its turns. A creature that starts its turn within 30 feet of the gloryhound and can see and hear the glory of battle. gloryhound gains 5 temporary hit points, which last for 1 Encounters minute. A creature is immune to the frightened condition while Gladiatorial Glory it has these temporary hit points. The gloryhound can choose not to grant a creature these benefits (no action required). A gladiator fights in the arena alongside a gloryhound, who encourages him to take on increasingly dangerous Magic Resistance. The gloryhound has advantage on saving throws against spells and other magical effects. opponents. 1 gladiator Actions 1 gloryhound Multiattack. The spirit makes two Glorious Strike attacks. Vain Bullies Glorious Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., one A bullywug tribe with an inferior complex is on the target. Hit: 13 (2d12) radiant damage. move, driven by a gloryhound. The bullywug who slays Inspire Terror (Recharge 5 - 6). Each creature within 30 feet of the the most player characters will prove himself Lord of gloryhound must succeed on a DC 14 Wisdom saving throw or the Muck! be frightened of the spirit for 1 minute. A creature frightened in this way can repeat the saving throw at the end of each of its 1 gloryhound turns, ending the effect on itself on a success. 6 bullywugs