Lord of Dogs 7 (21)

Planar Bestiary

The Lord of Dogs is a fey lord concerned with dog things alone. He doesn't look after the welfare of wild canids such as wolves, only their domesticated cousins. The Lord of Dogs understands a dog's heart and seeks to appease those desires for play, affection, and the chase. He is also a fierce dog protector and may take vengeance on those who mistreat the lowly beasts he has sworn to defend.

Motive: Protect dog welfare

Environment: The Feywild, worlds of the Material Plane, hunting and playing with a pack of mutts

Health: 35

Damage Inflicted: Major wound (8 points)

Armor: 2

Movement: Short; long in dog or hybrid form

Modifications: Interactions with dogs as level 10

Combat: The lord can make one ranged attack (usually with a crossbow at a target within long range), or attack twice each round with his melee weapon (usually a two-handed axe or sword).

Alternatively, as part of another action, he can assume the form of a dog up to the size of a pony, or a hybrid of his humanoid and dog forms. In either transformed shape he attacks three times each round with his bite and his movement is long.

About once every ten minutes, the Lord of Dogs can release a thunderous bark. All creatures within short range who can hear it and who fail a Might defense task are stunned and deafened on their next turn.

No domesticated dog, not even trained and loyal guard dogs, will attack the Lord of Dogs, even if mentally controlled. The tasks of dogs within short range of the lord are eased. The Lord of Dogs recovers 5 points of health at the start of any turn that he is within immediate range of a dog. Damage from cold iron negates this regeneration for one round.

The Lord of Dogs is immune to poison attacks but vulnerable to attacks made with cold iron; every time he takes damage from cold iron, he takes 1 additional minor wound (1 point).

Interaction: The Lord of Dogs doesn't find much use in conversation, unless it is to warn off those mistreating dogs, or to ask that those he judges worthy take in a stray mutt to nurture. He will negotiate if dog welfare is involved and is an implacable foe to anyone that's ever harmed a dog.

Use: The characters discover a hurt dog. If they care for it and nurse it back to health, the Lord of Dogs visits and gives them a gift for protecting "one of mine." If they ignore the dog or let it come to harm, his eventual visit is to bring vengeance.

Loot: The Lord of Dogs usually carries a handful of cyphers, such as an attractor glove, a ring of effect resistance, and a nullification ray lens. He may also carry an artifact collar he can confer on a dog that grants +1 to Armor and revivifies the dog if it dies (level 7; depletion: 1 in 1d6; check per life restored).

Mutt: level 3 (while in the presence of Lord of Dogs), attacks and perception as level 5

GM Intrusion: The Lord of Dogs immediately attacks, even though it's not his turn.
GM Intrusion: The Lord of Dogs immediately makes his stunning bark attack, even if it's been less than ten minutes since his last bark and even though it's not his turn.
GM Intrusion: Even though the Lord of Dogs was hit by a character's physical or magical attack, the Lord of Dogs shrugs it off and is unaffected.