Feywild hounds that hunt for sport, not survival. They don't need to kill fast, so they don't: the toying with prey is the whole point of the hunt, and prey that's still afraid is worth more to them than prey that's already dead.
They never open with teeth. First comes a voice: a friend calling for help, a dog barking somewhere it shouldn't be, your own voice answering from ground you haven't walked. By the time anyone hears a growl, the party is already split up and the hounds are already circling whoever went to check.
This is a free monster: everything on this page is table-ready, and the whole file loads into Gnasher's Grimoire as a Creature Keeper, tables and all.
The fight doesn't start when the fangs come out. It starts the moment your table hears a voice that shouldn't be there. Let them argue about whether to go check. That argument is the encounter, and if you run it right, your players split the party themselves and blame nobody but the woods.
The plain-English version: a pack ambush where the trap is a sound, not a pit.
The win condition isn't just the kill. Staying together when a voice calls you away is the actual test; the fight is what happens to the party that fails it.
| 1 | A companion's voice, calling your name, from off in the dark, pain in it. |
| 2 | A dog barking in the distance, then a yelp cut short. |
| 3 | Someone singing, off-key, a song only one of you would know. |
| 4 | Hoofbeats approaching fast, then nothing. |
| 5 | A child crying, alone, close by. |
| 6 | Your own voice, calling back to you from somewhere you haven't been. |
| 7 | The clatter of a dropped weapon and a startled shout. |
| 8 | Laughter, soft, right behind you, gone when you turn. |
| 1 | Every animal sound in the area stops at once. |
| 2 | Silver hairs caught on bark, too fine to be wolf. |
| 3 | A perfect paw print in soft earth, and no others leading to or from it. |
| 4 | The temperature drops sharply for no reason. |
| 5 | Something answers a question nobody asked out loud. |
| 6 | Your own shadow moves a half-step out of time with you. |
| 7 | A distant howl, then a second, closer, then a third, closer still, then silence. |
| 8 | Mist gathers at ankle height, moving against the wind. |
| 9 | You find one of your own footprints ahead of where you've walked. |
| 10 | Something laughs, delighted, from very close, and there's nothing there. |
| 1 | An old fae ring of standing stones, half-sunk in a bog. |
| 2 | A logging road that shouldn't dead-end this deep in, but does. |
| 3 | A hollow where the trees grow in a perfect, unnatural circle. |
| 4 | The ruins of a hunting lodge, doors still swinging. |
| 5 | A frozen-over pond that groans underfoot even in summer. |
| 6 | A crossroads where the signpost points four directions to the same town. |
Who it’s for. Run as a pack of 4-6, the Quicksilver Pack is a CR 1/2-per-hound encounter (five hounds = 500 XP raw, 1,000 XP adjusted): a hard-to-deadly ambush for four 3rd-level PCs, a solid medium for four 4th-level, and a warm-up by 5th. It opens with Voice-Throwing to split the party, never teeth first, and disengages the moment a hound drops or the prey stops flinching. If the ambush actually lands and the party splits up, run it a step hotter than the math says: a divided party is fighting a worse fight than the numbers alone suggest.
An original creature, compatible with fifth edition. Drop this file onto the Grimoire and the Quicksilver Hound walks onto the War Table (add a copy per hound in the pack): its attacks roll themselves, and all three tables load into the Summon.
Encircle. The hound has advantage on its attack roll against a creature that has another Quicksilver Hound within 5 feet of it and able to fight.
Voice-Throwing. As an action, the hound perfectly mimics any sound or voice it has heard, seeming to come from any point it can see within 120 feet. A creature can tell the sound isn't real only by succeeding on a DC 12 Wisdom (Insight) check.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage.
Blink-Step (Recharge 5-6). The hound vanishes in a flicker of quicksilver light and reappears in an unoccupied space it can see within 30 feet.
A pack that hunts for sport is the best kind of trouble, because the fight doesn't start when the fangs come out. It starts the moment your table hears a voice that shouldn't be there. Let them argue about whether to go check. That argument is the encounter. Don't play the hounds as cruel, play them as delighted, the way a cat is delighted by a string, and your table will feel the wrongness faster than any growl could sell it. Split the party for real if they take the bait, because the whole design lives or dies on someone standing alone in the dark for one bad minute. Once steel comes out, they don't linger: whichever hound isolated a target gangs up with whoever's nearest, and any hound in a losing spot blinks clear rather than trade a hit it doesn't need to trade. The second the game stops being fun for them, whether that's one hound down or the party simply stops flinching, the whole pack blinks out at once and the woods go quiet. That's worse for a table than watching it lose, and the hounds know it. Stay hungry, Gnasher.
Role: a trapper who led four companions into the fae woods and returned by herself.
Wants: to warn everyone away, or, if desperate enough for coin, to guide the party in
exchange for never having to go back alone.
Voice: flat, catalogues the tells like a checklist, won’t meet your eyes when asked
what she saw.
The line: “They don’t want to eat you. They want you to run. Don’t run.”