The hound has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Horned Kath Hound
Medium beast, unaligned
CreatureScum and Villainy
At a glance
- Armor Class
- 13 (natutal armor)
- Hit Points
- 22 (4d8 + 4)
- Speed
- 40 ft.
- Skills
- Perception +3
- Senses
- darkvision 30 ft., passive Perception 13
- Languages
- None
- Challenge
- 2 (450 XP)
Ability scores
- Str14+2Strength 14, modifier plus 2
- Dex15+2Dexterity 15, modifier plus 2
- Con12+1Constitution 12, modifier plus 1
- Int3-4Intelligence 3, modifier minus 4
- Wis12+1Wisdom 12, modifier plus 1
- Cha6-2Charisma 6, modifier minus 2
About this creature
Kath hounds are about the size of a large dog, fur-covered, and each limb ends in four hoofed digits. They are generally not very hostile, unless provoked. At one point, the kath hounds started attacking the citizens of Dantooine and were blamed for numerous crimes, including the theft of a protocol droid. Kath hounds are also a popular pet for the crime lords of Nar Shaddaa, including Visquis and Vogga the Hutt. Domesticated kath hounds, called salkies, are also popular pets on Coruscant.
Traits
- Keen Hearing and Smell
- Charge
If the hound moves at least 20 feet straight toward a creature and then hits it with a bite attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the hound can make another attack with its tusks against it as a bonus action.
- Pack Tactics
The hound has advantage on an attack roll against a creature if at least one of the hound's allies is within 5 feet of the creature and the ally isn't incapacitated.
Actions
- Bite
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) kinetic damage.
- Tusk
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) kinetic damage.
