The material below is Open Game Content
Penumbra Fantasy Bestiary
| Author | Chris Aylott et al |
| Publisher | Atlas Games |
| Publish date | 2003 |
| OGL Section 15 | fantasy-bestiary |
The material below is Open Game Content
Hound of Arawn
Medium Outsider (Lawful, Evil)
Hit Dice: 2d8+2 (11 hp)
Initiative: +1 (Dex)
Speed: 60 ft.
AC: 14 (+1 Dex, +3 natural)
Attacks: Bite +4 melee
Damage: Bite 1d6+3
Face/Reach: 5 ft. x 5 ft./5 ft.
Special Attacks: Frightful Presence, Smite Good
Special Qualities: Darkvision 60 ft., Damage Reduction 10/+2, Immunities, Scent, Spell Resistance 15
Saves: Fort +4, Ref +4, Will +3
Abilities: Str 15, Dex 13, Con 13, Int 3, Wis 10, Cha 10
Skills: Listen +4, Spot +4
Feats: Combat Expertise, Improved Trip
Climate/Terrain: Any land
Organization: Solitary, pack (2–8, possibly accompanied by a pale king and his court of 1–6 thralls of the pale king, 1–6 zombies, and 1–10 skeletons), or hunt (5–20)
Challenge Rating: 3
Treasure: None
Alignment: Always lawful evil
Advancement: 3 (Medium-size), 4–6 HD (Large)
Damage Reduction (Su): Hounds of Arawn ignore 10 hit points from most weapons and natural attacks. A +2 weapon or better negates the ability.
Feats: Hounds of Arawn receive Improved Trip free as a racial bonus.
Frightful Presence (Su): When the hounds of Arawn howl, they inspire fear in their prey. Anyone hearing such a howl within a 30-foot range must make a Will save (DC 11) or become frightened for 5d6 rounds; frightened characters flee or suffer a –2 morale penalty on attack rolls, weapon damage rolls, and saving throws if they are unable to flee. Those who make their save are shaken for a similar duration; shaken characters suffer a –2 morale penalty on attack rolls, weapon damage rolls, and saving throws.
Immunities: The hounds of Arawn are immune to damage from cold and fire.
Outsider: Outsiders have Darkvision with a range of 60 feet. Hounds of Arawn are not proficient with weapons. A slain outsider cannot be raised or resurrected, although a wish or miracle spell can restore it to life.
Scent (Ex): Creatures with Scent can detect opponents within 30 feet by sense of smell, and can pinpoint the source of a scent if it is within 5 feet. They can follow tracks by smell, making a Wisdom check DC 10 + 2 per hour that the trail is cold.
Smite Good (Su): Once per day, a hound of Arawn may make a normal attack to deal additional damage to a good foe. The damage bonus is equal to the hit dice of the hound (usually 2).
Spell Resistance (Ex): To determine if a spell or spell-like ability works against the creature, the spellcaster makes a level check (1d20 + caster level). If the result equals or exceeds 15, the spell works normally, though the creature still gets a saving throw if the spell allows such.
New Deity: Arawn, Lord of the Lands of the Dead
Alignment: Lawful Evil
Domains: Death, Law, War
Typical Worshipers: Pale kings, evil fey, undead creatures, necromancers, and inhabitants of Annwn
Arawn is the fey lord of the dead, and dwells in the bleak underworld of Annwn. He is the representation of the natural law that all things must end, even life. He revels in his role, and rules his shadowy domain with an iron hand, pitting his faithful servants against one another to win his praise. Sometimes he even extends his reach into the lands of the living, either through his mortal servants or his hunting hounds, although he cannot physically travel in the lands of the sun.
Being responsible for keeping the laws of the dead and ruling over them in the underworld has made Arawn a hard, bitter god. He tolerates no insubordination, though he is rumored to have been quite a rogue in his youth. He acts as king and war leader in his realm, and dispenses justice to his subjects with an iron hand. He holds his word sacred, and honors any promise he makes or deal he strikes, regardless of the other party. Arawn’s favored weapon is the bastard sword, and his symbol is such a sword piercing the hollow eye of a crowned skull.º
