Eclipse Hound
Large • Celestial • Neutral
Armor Class 14
Hit Points 90 (12d10 + 24)
Speed 40 ft.
Initiative +1 (11)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 18 (+4) | 12 (+1) | 14 (+2) | 10 (+0) | 13 (+1) | 12 (+1) |
Skills Perception +7
Damage Resistances force, necrotic, radiant
Senses darkvision 120 ft. (unimpeded by magical darkness), passive Perception 17
Languages Understands Celestial but can’t speak
CR 6 (XP 2,300; PB +3)

Event Horizon. Strength Saving Throw: DC 13 (with disadvantage if the creature is within the aura of multiple hounds), any creature of the hound’s choice starting its turn within 15 feet of the hound. Failure: The target’s speed is reduced to 0. Success: The target’s speed is halved.
Implode. The hound explodes when it dies. Constitution Saving Throw: DC 13, each creature in a 10-foot emanation originating from the hound. Failure: 10 (3d6) force damage. Success: Half damage. Failure or Success: The body of the hound is disintegrated.
Own Gravity. The hound can climb difficult surfaces, including along ceilings, without needing to make an ability check. Additionally, it takes no damage from falling.
Magic Resistance. The hound has advantage on saving throws against spells and other magical effects.
Unusual Nature. The hound doesn't require air, food, drink, or sleep.
ACTIONS
Multiattack. The hound makes two Bite attacks.
Bite. Melee Weapon Attack: +7, reach 5 ft. Hit: 13 (2d8 + 4) piercing damage plus 7 (2d6) force damage.
Eclipse Hound
Large • Celestial • Neutral
Armor Class 13
Hit Points 52 (8d10 + 8)
Speed 40 ft.
Initiative +0 (10)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 16 (+3) | 10 (+0) | 12 (+1) | 9 (-1) | 12 (+1) | 10 (+0) |
Skills Perception +5
Damage Resistances force, necrotic, radiant
Senses darkvision 120 ft. (unimpeded by magical darkness), passive Perception 15
Languages Understands Celestial but can’t speak
CR 3 (XP 700; PB +2)

Event Horizon. Strength Saving Throw: DC 11 (with disadvantage if the creature is within the aura of multiple hounds), any creature of the hound’s choice starting its turn within 15 feet of the hound. Failure: The target’s speed is reduced to 0. Success: The target’s speed is halved.
Implode. The hound explodes when it dies. Constitution Saving Throw: DC 11, each creature in a 5-foot emanation originating from the hound. Failure: 7 (2d6) force damage. Success: Half damage. Failure or Success: The body of the hound is disintegrated.
Own Gravity. The hound can climb difficult surfaces, including along ceilings, without needing to make an ability check. Additionally, it takes no damage from falling.
Magic Resistance. The hound has advantage on saving throws against spells and other magical effects.
Unusual Nature. The hound doesn't require air, food, drink, or sleep.
ACTIONS
Multiattack. The hound makes two Bite attacks.
Bite. Melee Weapon Attack: +5, reach 5 ft. Hit: 7 (1d8 + 3) piercing damage plus 4 (1d8) force damage.
Eclipse Hound
Large • Celestial • Neutral
Armor Class 15
Hit Points 136 (16d10 + 48)
Speed 40 ft.
Initiative +2 (12)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 20 (+5) | 14 (+2) | 16 (+3) | 11 (+0) | 14 (+2) | 14 (+2) |
Skills Perception +10
Damage Resistances force, necrotic, radiant
Senses darkvision 120 ft. (unimpeded by magical darkness), passive Perception 20
Languages Understands Celestial but can’t speak
CR 9 (XP 5,000; PB +4)

Event Horizon. Strength Saving Throw: DC 15 (with disadvantage if the creature is within the aura of multiple hounds), any creature of the hound’s choice starting its turn within 15 feet of the hound. Failure: The target’s speed is reduced to 0. Success: The target’s speed is halved.
Implode. The hound explodes when it dies. Constitution Saving Throw: DC 15, each creature in a 10-foot emanation originating from the hound. Failure: 14 (4d6) force damage. Success: Half damage. Failure or Success: The body of the hound is disintegrated.
Own Gravity. The hound can climb difficult surfaces, including along ceilings, without needing to make an ability check. Additionally, it takes no damage from falling.
Magic Resistance. The hound has advantage on saving throws against spells and other magical effects.
Unusual Nature. The hound doesn't require air, food, drink, or sleep.
ACTIONS
Multiattack. The hound makes two Bite attacks.
Bite. Melee Weapon Attack: +9, reach 5 ft. Hit: 18 (3d8 + 5) piercing damage plus 10 (3d6) force damage.
QUICK REFERENCE
USING MONSTER VARIANTS
Monster variants allow the GM to adjust encounters to better match the party’s strength, narrative needs, or world-building logic. A weaker variant may represent a juvenile, wounded, or lesser specimen, while a stronger variant can serve as a leader, champion, ancient creature, or apex predator.
Variants can be used to fine-tune difficulty without changing the core identity of the monster, making them ideal for scaling encounters, reinforcing hierarchy within a faction, or creating memorable boss-style enemies. You can even use the same stat block but different variants in the same encounter if you want.
Design Note. Each monster is primarily balanced around its normal version. Weaker and stronger variants are derived adjustments and may not always preserve every tactical nuance or “feel” of the original creature. GMs are encouraged to review variants carefully and adjust abilities or tactics as needed to best suit their table.
