Tiangou
“Beware the Tiangou: A Ferocious Celestial Canine with a Taste for Moons!”
Tiangou, often referred to as “Celestial Hounds,” are imposing, mystical creatures known for their unique celestial traits. These beings typically stand at the shoulder height of an adult human, ranging from 5 to 6 feet tall at the withers, but their length, including the tail, can exceed 10 feet. Their fur is often a shimmering silver or celestial blue, with streaks of white that glisten like the stars in the night sky. Tiangou possess lean, powerful bodies with rippling muscles beneath their sleek coats.
Their most striking feature is their eyes, which are usually deep pools of bright, radiant light. These luminous orbs come in various colors, with the most common being celestial gold, crystal blue, and ethereal silver. Tiangou have sharp, canine faces with expressive features that give them an aura of both wisdom and strength.
General Description: Tiangou are celestial canines with an otherworldly presence. Their origins are rooted in the celestial realms, and they are often seen as protectors and guardians of the night. These mystical creatures are revered for their connection to celestial bodies and are associated with various astronomical phenomena.
Tiangou are renowned for their loyalty, intelligence, and bravery, making them popular companions among celestial scholars, astronomers, and those who seek protection from otherworldly threats. They are believed to have the power to influence celestial events and are often depicted in myths as wardens of the cosmos.
In many cultures, Tiangou are considered symbols of good fortune and are believed to bring luck to those who encounter them. They are often seen as intermediaries between the mortal realm and the celestial plane, guiding souls and ensuring harmony in the universe. Despite their celestial nature, they are known to be compassionate and gentle beings, showing kindness to those they deem worthy.
Tiangou 5e
Tiangou 3.5 (Homebrew)
Tiangou
Medium celestial, lawful good
Armor Class 18 (natural armor)
Hit Points 195 (17d8 + 119)
Speed 40 ft., fly 60 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
20 (+5) | 16 (+3) | 24 (+7) | 18 (+4) | 20 (+5) | 22 (+6) |
Skills Perception +9
Senses darkvision 120 ft., truesight 60 ft., passive Perception 19
Languages Celestial, Common
Challenge 15 (13,000 XP)
Celestial Aura. The Tiangou emits an aura of celestial energy in a 30-foot radius, shedding bright light. Any hostile creature that starts its turn in the aura must make a DC 18 Wisdom saving throw or be charmed until the start of their next turn.
Innate Spellcasting. The Tiangou’s spellcasting ability is Charisma (spell save DC 19). It can innately cast the following spells, requiring no material components:
- At will: cure wounds, shield
- 3/day each: banishment, heal
- 1/day each: heal, greater restoration
Actions
Multiattack. The Tiangou makes three attacks: one with its bite and two with its claws.
- Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 16 (2d8 + 5) piercing damage.
- Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.
- Celestial Howl (Recharge 5-6). The Tiangou unleashes a celestial howl in a 60-foot cone. Each creature in that area must make a DC 18 Wisdom saving throw, taking 27 (6d8) radiant damage and becoming blinded for 1 minute on a failed save. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
- Radiant Gaze (Recharge 5-6). The Tiangou targets one creature it can see within 60 feet. The target must make a DC 19 Constitution saving throw or take 36 (8d8) radiant damage and be blinded for 1 minute on a failed save. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
- Heavenly Soothe (1/Day). The Tiangou touches a creature, instantly ending one disease or condition afflicting it. The creature also gains 30 temporary hit points, which last for 1 hour.
Reactions
Celestial Shield. When the Tiangou is targeted by a ranged attack, it can use its reaction to create a shimmering celestial barrier. The attack misses and has no effect.
Legendary Actions
The Tiangou can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature’s turn. The Tiangou regains spent legendary actions at the start of its turn.
- Attack. The Tiangou makes one claw attack.
- Divine Guidance. The Tiangou grants a creature within 60 feet advantage on one saving throw or attack roll until the end of its next turn.
- Healing Touch (Costs 2 Actions). The Tiangou touches a creature, restoring 21 (6d6) hit points to it.
The tiangou (T’ien kou”celestial dog”) is a legendary creature from China. It resembles a dog, or a meteor, and is thought to eat the sun during an eclipse.
Originally Posted by RAGNAROKISCOMING2007 of En World forums.
On this Thread
Flying through the clouds, you spot a celestial creature. It appears as a large dog with radiant white fur. Golden symbols of oriental design cover its body. It’s surrounded in divine flames and has golden eyes. From behind it you see a tail made seemingly out of fire. This creature is but one on the powerful T-ien Kou.
Sent by the greater powers of the Upper Realms, T-ien Kou hunt evil throughout the multiverse. They are intelligent beings able to communicate with other creatures telepathically, as well as speak their language. T-ien Kou are celestial dogs created specifically for the purpose of hunting down evildoers and destroying them.
They stand 6 ft. at the shoulder and are 9 ft. long. T-ien Kou weigh 400 pounds. When using their tongues ability to communicate with others, the T-ien Kou sounds either like a deep-voiced man or a soft-spoken woman (depending on their gender).
T-ien Kou | |
Large outsider (chaotic, extraplanar, good) | |
HD | 16d8 + 112 (184 hp) |
Initiative | +9 |
Speed | 60 ft. |
AC | 32 (+3 deflection, +5 Dexterity, +15 natural, -1 size) touch 17, flat-footed 27 |
BAB/ Grapple | +16/+30 |
Attack | Bite +26 melee (1d8 + 10 + 1d6 divine fire) |
Full attack | Bite +26 melee (1d8 + 10 + 1d6 divine fire), and 2 claws +24 melee ( 1d6 + 5 + 1d6 divine fire), and tail slap +23 melee (5d6 divine fire) |
Space/reach | 10ft./ 10ft. |
Special attacks | Breath Weapon, Divine Bark, Fiery Tackle, Gaze, Searing Aura, Spell-Like Abilities, Summon T’ien Kou |
Special qualities | Darkvision 60 ft., DR 15/evil, Immunity to disease, fear-effects, fire, and poison, Fast Healing 10, Resistance to acid 15, cold 15, electricity 15, sonic 15, Scent, SR 29 (31 against evil spells), Telepathy 100 ft., tongues |
Saves | Fort +19, Ref +15, Will +12 |
Abilities | Strength 30, Dexterity 21, Constitution 24, Intelligence 12, Wisdom 15, Charisma 16 |
Skills | Balance +24, Concentration +26, Escape Artist +24, Intimidate +22, Jump +36, Knowledge (the planes) +20, Listen +21, Search +20, Spot +21 |
Feats | Dodge, Great Fortitude, Improved Initiative, Multi-Attack, Power Attack, Weapon Focus (bite) |
Environment | Upper Realms |
Organization | solitary or group (3-6) |
CR | 16 |
Treasure | none |
Alignment | Chaotic Good |
Advancement | 17-32HD (large), 33-48HD (huge) |
Combat
Tine Kou usually start off by using Fiery Tackle against as many foes as possible, in the shortest amount of time. Then they’ll activate their Searing Aura and make good use of its ranged attacks (Breath Weapon, Divine Bark, Gaze, and Spell-Like Abilities). If outnumber they’ll summon more T-ien Kou.
Breath Weapon (Su): T-ien Kou can spew divine fire from its mouth every 1d4 rounds. It deals 10d6 points of divine fire damage (which ignores fire resistance and immunity) to any creature within a 60 ft. cone. Reflex save DC 25 halves. DC is Constitution-based.
Divine Bark (Su): When a T-ien Kou barks, as a standard action, it creates a Dispel Evil effect like the spell (CL 16). DC is Charisma-based.
Fiery Tackle (Ex): Whenever a T-ien Kou charges at a creature, it wraps itself in divine fire dealing 5d10 points of damage. Those targeted by the T-ien Kou’s charge must succeed first on a Fortitude save DC 25 or be knocked down for 1 round. Then the creature must succeed a Reflex save DC 25 or catch fire for 5 rounds, taking 2d6 points of divine damage each round. The creature is allowed a Reflex save DC 25 each round in order to put out the flames. DC·s are Constitution-based.
Gaze (Su): Any creature that meets the gaze of a T-ien Kou takes 6d6 points of divine fire damage. Reflex save DC 25 halves (Constitution-based). A Fortitude save DC 25 must be made by the creature. Failure indicates that the creature is blinded as if by a blindness/deafness spell (CL 16)
Searing Aura (Su): T-ien Kou can activate and deactivate this aura at will, as a free action. The aura extends up to a 60 ft. radius of the T-ien Kou. Any evil creature within range takes 5d8 points of divine fire damage each round. Reflex save DC 25 halves. DC is Constitution-based.
Spell-Like Abilities: CL 16th; DC 13 + spell level;
- Always active: detect evil, see invisibility
- At will: aid, continual flame, holy aura, fireball, greater dispel magic, locate creature, restoration
- 3/day: Cure serious wounds, heal
Summon T-ien Kou (Sp): 1/day a T-ien Kou can summon 1d6 T-ien Kou.