Eclipse Hound

Large • Celestial • Neutral

Armor Class 14

Hit Points 90 (12d10 + 24)

Speed 40 ft.

Initiative +1 (11)

STRDEXCONINTWISCHA
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)

A sleek cosmic hound formed of shadow and starlight, its void-like core warping space as it hunts relentlessly between light and darkness.

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)

STRDEXCONINTWISCHA
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)

A sleek cosmic hound formed of shadow and starlight, its void-like core warping space as it hunts relentlessly between light and darkness.

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)

STRDEXCONINTWISCHA
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)

A sleek cosmic hound formed of shadow and starlight, its void-like core warping space as it hunts relentlessly between light and darkness.

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

Habitat

    • Eclipsed temples, shrines, or astral crossroads
    • Hunting on the mortal realm
    • Shadowfell and other planes of twilight

Behavior

    • Patrols its territory in silent, circling paths, as if guarding an unseen boundary
    • Observes intruders calmly and without aggression unless a balance is disturbed
    • Hounds mercilessly with a complete indifference about its victims when instructed

Information (Intelligence Check)

    • DC 13 Religion: Identifies the creature as a Celestial employed to bring an end to things or hound certain individuals
    • DC 15 Perception: Notes its unnatural control over gravity, allowing it to overpower the normal gravity
    • DC 17 Arcana: The hound’s black hole in its body is going to implode upon its demise

Combat

    • Uses Own Gravity trait to exploit vertical surfaces and ceilings to close the distance and attack from unexpected angles
    • Keeps position in mind for Event Horizon to halt enemy movement or punish bad positioning
    • Continuously attacks with Bite focusing on the most dangerous targets
    • Does not retreat if it is ordered to fight

Loot Ideas

    • Crystallized gravity core formed at the hound’s center after implosion, can be thrown at a point within 30 feet where it explodes pushing creatures in 5-foot emanation 10 feet away from the center

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.