Alternate Traits and Actions
The following changes allow GMs to alter a chamrosh without modifying its challenge rating.
Bolstering Bay (Recharge 5–6). The chamrosh lets out a melodic howl at a creature it can see within 30 feet of it. If the target is good-aligned or neutral and is suffering from the charmed or frightened condition, the effect is removed for that target. Additionally, if a good-aligned or neutral creature within 30 feet of the chamrosh is charmed or frightened by a spell or magical effect that allows the creature to repeat the saving throw to end the condition, the creature can use its reaction to attempt the saving throw again.
The chamrosh loses its Fearsome Bark action. Alternatively, it retains its Fearsome Bark, and both actions recharge on 6.
Fiend Slayer. The chamrosh’s attacks are treated as magical against fiends. Additionally, it has advantage on saving throws against spells and other magical effects originating from fiends.
The chamrosh’s bite attack deals 6 (1d8 + 2) piercing damage.
Protective Stance. When a creature the chamrosh can see attacks a target other than itself that is within 5 feet of the chamrosh, the chamrosh can use its reaction to impose disadvantage on the attack roll.
The chamrosh loses its Flyby trait.
Some chamrosh might choose to serve a good-aligned spellcaster as a familiar. Such chamrosh are size Small and have the following trait.
Familiar. The chamrosh can serve another creature as a familiar, forming a magic, telepathic bond with that willing companion. While the two are bonded, the companion can sense what the chamrosh senses as long as they are within 10 miles of each other. While the chamrosh is within 10 feet of its companion, the companion shares the Angelic Awareness trait. At any time and for any reason, the chamrosh can end its service as a familiar, ending the telepathic bond.
The following feat is inspired by the chamrosh but could be applicable to any non-beast with a beast-like appearance.
Prerequisites: Ability to gain a beast companion
The maximum challenge rating for your beast companion increases to 1/2.
You can select this feat one additional time. When you do so, you increase the maximum challenge rating for your beast companion to 1.
Prerequisites: Ability to gain a beast companion
If you are good-aligned, you can take a celestial or good-aligned monstrosity with a beast-like appearance (such as a chamrosh) as a companion. If you are neutral, you can take a fey or neutral monstrosity with a beast-like appearance (such as a blink dog) as a companion. If you are evil-aligned, you can take a fiend or evil-aligned monstrosity with a beast like appearance (such as a quasit in toad form) as a companion. At the GM’s discretion, an intelligent companion can decide to end its association with you at any time and for any reason.
Unusual Wild Shape
Prerequisites: Ability to wild shape, alignment (see below)
If you are good-aligned, you can assume the shape of a celestial or good-aligned monstrosity with a beast-like appearance or the ability to change shape into a beast (such as a chamrosh) that you have seen before. If you are neutral, you can assume the shape of a fey or neutral monstrosity with a beast-like appearance or the ability to change shape into a beast (for example, a blink dog). If you are evil-aligned, you can assume the shape of a fiend or evil-aligned monstrosity with a beast like appearance or the ability to change shape into a beast (such as an imp). If your new form doesn’t have a beast-like appearance but can change shape into a beast, you must choose one of the forms available to the creature.
This feat does not grant you the ability to cast spells while using Wild Shape unless your new form can cast spells you have prepared.
New Magic Items and Spells
The following magic items and spell are inspired by abilities possessed by a chamrosh.
Wondrous item, uncommon (requires attunement)
These earrings feature platinum loops from which hang bronzed claws from a chamrosh (freely given by the creature). While wearing these earrings, you have advantage on Wisdom (Insight) checks to determine if a creature is lying or if it has an evil alignment.
If you cast detect evil and good while wearing these earrings, the range increases to 60 feet, and the spell no longer requires concentration.
Wondrous item, rare
This 3-inch-diameter ceramic jar, colored a glorious gold-white, contains 1d4 + 1 doses of a syrupy mixture that smells faintly of freshly washed dog fur.
As an action, one dose of the ointment can be applied to the skin. The creature that receives it regains 2d8 + 1 hit points and is cured of the charmed, frightened, and poisoned conditions.
1st-level enchantment (cleric, sorcerer, warlock, wizard)
Casting Time: 1 action
Range: 30 feet
Components: V, M (a tuft of chamrosh fur)
When casting this spell, you let out a terrible yell and target a creature. If the creature has an alignment opposed to yours (good/evil, lawful/chaotic) and it can hear you, it must make a Wisdom saving throw. On a failed save, the creature takes 2d6 psychic damage and is frightened of you until the end of its next turn. On a successful save, the creature takes half as much damage and isn’t frightened.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6, and the duration for the frightened condition increases by 1 round for each slot level above 1st. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Chamrosh Adventure Hooks
- A powerful celestial attended by a chamrosh comes under siege by a pair of tzepharion devils (see Tome of Beasts 2). The celestial sends the chamrosh to find stalwart heroes to defeat the devils. In its overwhelming desire to save the celestial, the chamrosh overpromises on the reward offered by the celestial for the rescue.
- A pack of chamrosh guards a relic belonging to an ancient and largely forgotten deity that embodied good. A priest of Khors, who heard a prophecy involving the relic, sends agents to retrieve it. However, the chamrosh have lost their ability to discern the alignment of other creatures and instead sense all non-chamrosh as evil. The agents must convince the chamrosh they are good-aligned—or at least that they are carrying out a mission for a good-aligned deity.
If you’ve got a favorite from Tome of Beasts 2, please let me know in the comments or elsewhere in the kobold warrens, and I’ll make sure to add it to the queue.
The Tome Unbound series fleshes out monsters from the Tome of Beasts 2, giving GMs ways to modify the existing monsters to surprise well-prepared players or to introduce monsters to a campaign.