Sod Hound (BB)
Creature 3 — earth, elemental
AnvilFlankerLANDSUBTERRANEANearthelemental
Earth elementals such as sod hounds make excellent bodyguards for spelunkers and are ideal protectors of important subterranean locations. Coming from the Plane of Earth, they often appear in caverns deep underground. Sod hounds take the form of mossy canines made of packed dirt and pebbles. They can band together with other sod hounds, traveling as a pack.
Source: menace-under-otari-bestiary
Perception +9; darkvision; crystal sense 60 feet
Skills athletics +11, survival +9 (+11 to Track)
Str
+4
Dex
-1
Con
+3
Int
-4
Wis
+2
Cha
-1
AC 19
Fort +12
Ref +6
Will +7
HP 44
Immunities bleed, poison, sleep
Speed 30 feet
Offense
Melee Jaws (unarmed) +11, Damage 1d10+6 piercing plus Knockdown
Abilities
Crystal Sense 60 feet — A sod hound can sense crystals or gems within 60 feet.
Earth Glide — The sod hound burrows through any earthen matter, including rock. It moves up to 20 feet, leaving no tunnels or signs of its passing.
Knockdown — When the sod hound succeeds at its jaws Strike, it can use this action immediately after to attempt to Trip the target. This Trip doesn't apply or count toward the sod hound's multiple attack penalty.
WORKS WELL WITH
CrasherLAND / SUBTERRANEANCrasher delivers burst damage to enemies the Anvil knocks prone, capitalizing on the off-guard condition.
SniperLAND / SUBTERRANEANSniper lands attacks against tripped enemies while the Anvil maintains space control through Knockdown.
WeaverLAND / SUBTERRANEANWeaver funnels enemies into the Anvil's reach, ensuring Knockdown triggers on priority targets.
PUNISHES
✖ standing still✖ bleed reliance✖ poison reliance
Another slow ground-bound Anvil compounds vulnerability to Reflex-targeted area effects.
Works well with · Punishes · Pairing advice
Unlock with Tactics
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