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Heroism

This title contains the Gloryhound, a monster


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

1 Heroism

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