Keeper of Hounds

Medium humanoid (any race), any

Armor Class 15 (studded leather)
Hit Points 105 (14d8 + 42)
Speed 40 ft.

15 (+2) 17 (+3) 16 (+3) 14 (+2) 14 (+2) 16 (+3)

Saving Throws Dex +6, Con +6, Cha +6
Skills Animal Handling +5, Perception +5, Stealth +6, Survival +5
Senses darkvision 60 ft., passive Perception 15
Languages Common, Elvish, Umbral
Challenge 5 (1, 800 XP)
Proficiency Bonus +3


  • Hound’s Tooth. The keeper can comprehend and verbally communicate with dogs and other canids (beasts only).
  • Pack Master. Allied beasts within 60 feet of the keeper have advantage on saving throws to resist charm and fear effects.
  • Pack Tactics. The keeper has advantage on an attack roll against a creature if at least one of the keeper’s allies is within 5 feet of the creature and the ally isn’t incapacitated.
  • Sunlight Sensitivity. While in sunlight, the keeper has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight.
  • Unseelie Blessing. The keeper has advantage on saving throws against being charmed, and magic can’t put them to sleep.


  • Multiattack. The keeper makes two weapon attacks.
  • Rapier. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 7 (2d6) poison damage.
  • Longbow. Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 7 (2d6) poison damage.
  • Command. The keeper casts the command spell, without expending a spell slot. Beasts have disadvantage on the saving throw.


  • Shadow Traveler (3/Day). While in shadows, dim light or darkness, the keeper disappears into the darkness and reappears in an unoccupied space it can see within 30 feet. A tendril of inky smoke appears at the origin and destination when it uses this trait.


Standing just behind a pair of menacing black dogs is a shadowy figure with crossed arms. A silver whistle dangles from his smirking lips. The evil-looking yellow light shining in his eyes is mirrored by the growling hounds.

Keepers of hounds are humanoids blessed by the shadow fey with the ability to form magical bonds with the hunting hounds bred in the Shadow Realm.

Born to Lead. While extensive training is required to become a keeper of hounds, most keepers are born with an innate affinity for beasts. Fey children who demonstrate skill with beast handling are quickly apprenticed to keepers in hopes of developing their talents.

Valued Courtiers. Hunting is a beloved pastime of shadow fey nobles, so maintaining a keeper of hounds as part of a noble’s household staff confers great prestige. Beasts bred in the Shadow Realm tend toward evil dispositions, making the keeper’s controlling influence all the more valuable.

Section 15: Copyright Notice

Book of Ebon Tides © 2022 Open Design LLC; Authors: Wolfgang Baur, Celeste Conowitch.

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