Primus
Perception +4, Stealth +4
Passive Perception 14
Keen Smell. The hound has advantage on Wisdom (Perception) checks that rely on smell.
Pack Tactics. The hound has advantage on an attack roll against a creature if at least one of the hound's allies is within 5ft of the creature and the ally isn't incapacitated.
Bite. Melee Weapon Attack: 4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) piercing damage plus 2 (1d4) poison damage. If the target is a medium or smaller creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.
Aroma (recharge 5-6). The hound emits an intoxicating aroma in a 30ft area centered on it, which poisons its target. Depending on the color of the hound's bud depends on the effect. If a creature needs to succeed a saving throw, they must pass DC 11. Each effect lasts for 1 minute, but a creature can make repeat saves at the end of each of their turns to end the effect early. If a creature succeeds its save, it is immune to the aroma's effects for 24 hours.
Often hunting in pacts of 3-5, they talk prey when the time is most advantageous for the hounds. They waft an intoxicating aroma to they're prey. Depending on the prey type, depends on what effect they use. For small prey they use sweet aroma, heavy prey is a toxic aroma, strong prey is stinky aroma. If attacked, they produce a sickening aroma to weaken their foe. Each stench causes nearby hounds to do something.
Special plant creatures that take the instincts and appearance of canines. They often appear with some sort of bud or flower as their head which opens up to reveal a multi-sectioned mouth of sharp teeth. They vary with environment, and are active during the day. They prey in packs of 3-6, usually having an alpha as the leader. They store sunlight in their body to as fuel, but eat meat as their main means of sustanace.
Grasslands, Forests