Medium humanoid (human, shapechanger, afflicted lycanthrope), lawful evil
Armor Class 20 in humanoid and hybrid form (plate, shield), 15 in hellhound form (natural armor)
Hit Points 52 (8d8 + 16)
Speed 30 ft. (50 ft. in hellhound form)
INT 10 (+0)
WIS 12 (+1)
CHA 15 (+2)
Saving Throws Wis +4, Cha +5 (+2 on all saving throws from Aura of Protection)
Skills Athletics +7, Insight +4, Perception +4
Damage Immunities fire; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered
Senses darkvision 60 ft., passive Perception 14
Challenge 6 (2,300 XP)
Shapechanger. The werehellhound knight can use its action to polymorph into a hellhound-humanoid hybrid or into a hellhound, or back into its true form, which is humanoid. Its statistics, other than its AC, are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It is automatically cast out of its armor when it changes into hellhound form. It reverts to its true form if it dies.
Spellcasting. The werehellhound knight is a 6th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). The werehellhound knight has the following paladin spells prepared:
- 1st level (4 slots): command, cure wounds, divine favor, heroism, protection from evil and good, shield of faith
- 2nd level (2 slots): branding smite, magic weapon*, zone of truth
*The werehellhound knight casts these spells on itself before combat.
Aura of Protection. Whenever the werehellhound knight or an allied creature within 10 feet of it must make a saving throw, the creature gains a bonus to the saving throw equal to the werehellhound knight’s Charisma modifier (+2). The werehellhound knight must be conscious to grant this bonus.
Divine Health. The werehellhound knight is immune to disease.
Keen Hearing and Smell. The werehellhound knight has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics. The werehellhound knight has advantage on an attack roll against a creature if at least one of the werehellhound knight’s allies is within 5 ft. of the creature and the ally isn’t incapacitated.
Unholy Smite. When the werehellhound knight hits a creature with a melee weapon attack, it can expend one spell slot to deal necrotic damage to the target, in addition to the weapon’s damage. The extra damage is 9 (2d8) for a 1st-level spell slot, or 13 (3d8) for a 2nd-level spell slot. The damage increases by 1d8 if the target is a celestial.
Multiattack (Humanoid or Hybrid Form Only). The werehellhound knight makes three attacks: two with its longsword (humanoid form) or claws (hybrid form) and one with its bite (hybrid form).
Bite (Hellhound or Hybrid Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4 piercing damage plus 7 (2d6) fire damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with werehellhound lycanthropy.
Claws (Hybrid Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 9 (2d4 + 4) slashing damage.
Longsword (Humanoid Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage.
Heavy Crossbow. Ranged Weapon Attack: +3 to hit, reach 100/400 ft., one target. Hit: 5 (1d10) piercing damage.
Fire Breath (Hellhound or Hybrid Form Only, Recharge 5-6). The werehellhound knight exhales fire in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one.
Divine Sense (3/Day). The werehellhound knight can detect otherworldly or undead forces. Until the end of its next turn, the werehellhound knight knows the location of any celestial, fiend, or undead within 60 feet of it that is not behind total cover. It knows the type (celestial, fiend, or undead) of any being whose presence it senses, but not its identity. Within the same radius, the werehellhound knight also detects the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.
Lay on Hands (Recharges after a Long Rest). The werehellhound knight can touch a creature and draw power from its pool of 30 hit points to restore a number of hit points to that creature, up to the maximum amount remaining in its pool. Alternatively, the werehellhound knight can expend 5 hit points from its pool of healing to cure the target of one disease or neutralize one poison affecting it. The werehellhound knight can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one. This feature has no effect on undead and constructs.
Oath of Protection (Recharges after a Short or a Long Rest). The werehellhound knight can channel divine energy to fuel either of the following magical effects.
- Vow of Protection. The werehellhound knight can use its Oath of Protection to bolster its defenses. As a bonus action, it can utter a vow of protection against a creature that it can see within 30 feet. That creature gains disadvantage on attack rolls against the werehellhound knight for 1 minute or until the werehellhound knight drops to 0 hit points or falls unconscious.
- Divine Ward. The werehellhound knight can use its Oath of Protection to offer protection to those around it. It can present its holy symbol and each creature of its choice that it can see within 30 feet becomes warded for 1 minute. Any creature who targets a warded creature with an attack or a harmful spell must first make a DC 13 Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This effect doesn’t protect the warded creature from area effects, such as the explosion of a fireball. If the warded creature makes an attack or casts a spell that affects an enemy creature, this effect ends. This effect ends on the creature if the Knight is incapacitated or dies or if the warded creature is more than 30 feet away from it.
Protection. When a creature the werehellhound knight can see attacks a target other than the werehellhound knight that is within 5 feet of the Knight, the werehellhound knight can use its reaction to impose disadvantage on the attack roll. The werehellhound knight must be wielding a shield to use this feature.