X.A.C. 🐺 Canids & Lupines - JulTob/DnD GitHub Wiki

Commonalities


Keen Hearing and Smell

The wolf has advantage on wisdom (Perception) checks that rely on hearing or smell.


Pack Tactics

The wolf has advantage on attack rolls against a creature if at least one of the wolf's allies is within 5 feet of the creature and isn’t incapacitated.


Bite

HIT,NORM,DICE,BASE,KNOCK
Melee Weapon Attack: +HIT to hit, reach 5 ft., one target. Hit: NORM (2dDICE + BASE) piercing damage. If the target is a creature, it must succeed on a DC KNOCK Strength saving throw or be knocked prone.


🐺Jackal

🐺Jackal
🐺WOLVES Small beast, unaligned
πŸ›‘οΈ Armor Class 12
πŸ’š Hit Points 3(1d6)
πŸ‘ž Speed 40 ft.
πŸŸ₯ STR 8 (-1)
🟧 DEX 15 (+2)
🟨 CON 11 (+0)
🟩 INT 3 (-4)
🟦 WIS 12 (+1)
πŸŸͺ CHA 6 (-2)
πŸ‘οΈ Senses Passive Perception 13
πŸ‡ͺπŸ‡Ί Languages -
πŸ’€ Challenge 0 (10 XP)
♠️ Skills Perception +3
Keen Hearing and Smell The wolf has advantage on wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics The wolf has advantage on attack rolls against a creature if at least one of the wolf's allies is within 5 feet of the creature and isn’t incapacitated.
βš”οΈ Actions
Bite Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 (1d4 -1) piercing damage.

🐢 MASTIFF

Mastiffs are impressive hounds prized by humanoids for their loyalty and keen senses. Mastiffs can be trained as guard dogs, hunting dogs, and war dogs. Halflings and other Small humanoids ride them as mounts.

🐢 MASTIFF
🐺DOGS Medium beast, unaligned
πŸ›‘οΈ Armor Class 12
πŸ’š Hit Points 5(1d8+1)
πŸ‘ž Speed 40 ft.
πŸŸ₯ STR 13 (+1)
🟧 DEX 14 (+2)
🟨 CON 12 (+1)
🟩 INT 3 (-4)
🟦 WIS 12 (+1)
πŸŸͺ CHA 7 (-2)
πŸ‘οΈ Senses Passive Perception 13
πŸ‡ͺπŸ‡Ί Languages -
πŸ’€ Challenge 1:8 (25 XP)
♠️ Skills Perception +3
Keen Hearing and Smell The mastiff has advantage on Wisdom (Perception) checks that rely on hearing or smell.
βš”οΈ Actions
Bite Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 +1) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.

🐺 Blink Dog

A blink dog takes its name from its ability to blink in and out of existence, a talent it uses to aid its attacks and to avoid harm. Blink dogs harbour a long-standing hatred for displacer beasts and attack them on sight.

🐺 Blink Dog
🐺WOLVES Medium fey, lawful good
πŸ›‘οΈ Armor Class 13
πŸ’š Hit Points 22(4d8+4)
πŸ‘ž Speed 40 ft.
πŸŸ₯ STR 12 (+1)
🟧 DEX 17 (+3)
🟨 CON 12 (+1)
🟩 INT 10 (+0)
🟦 WIS 13 (+1)
πŸŸͺ CHA 11 (+0)
πŸ‘οΈ Senses Passive Perception 13
πŸ‡ͺπŸ‡Ί Languages Blink Dog, understands Sylvan but can't speak it
πŸ’€ Challenge 1:4 (50 XP)
♠️ Skills Perception +3
Keen Hearing and Smell The dog has advantage on wisdom (Perception) checks that rely on hearing or smell.
βš”οΈ Actions
Bite Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 +1) piercing damage.
Teleport (Recharge 4-6) The dog magically teleports, along with any equipment it is wearing or carrying, up to 40 feet to an unoccupied space it can see. Before or after teleporting, the dog can make one bite attack.

🐺 WOLF & 🐺 DIREWOLF

🐺WOLF 🐺 DIREWOLF
🐺WOLVES Medium beast, unaligned Large beast, unaligned
πŸ›‘οΈ Armor Class 13 (nalural armar) 14 (natural armor)
πŸ’š Hit Points 11 (2d8 + 2) 37 (5d10 + 10)
πŸ‘ž Speed 40 fI. 50 fI.
πŸŸ₯ STR 12 (+1) 17 (+3)
🟧 DEX 15 (+2) 15 (+2)
🟨 CON 12 (+1) 15 (+2)
🟩 INT 3 (-4) 3 (-4)
🟦 WIS 12 (+1) 12 (+1)
πŸŸͺ CHA 6 (-2) 7 (-2)
πŸ‘οΈ Senses Passive Perception 13 passive Perception 13
πŸ‡ͺπŸ‡Ί Languages - -
πŸ’€ Challenge 1/4 (50 XP) 1 (200 XP)
♠️ Skills Perception +3, Stealth +4 Perception +3, Stealth +4
Keen Hearing and Smell The wolf has advantage on wisdom (Perception) checks that rely on hearing or smell. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics The wolf has advantage on attack rolls against a creature if at least one of the wolf's allies is within 5 feet of the creature and isn’t incapacitated. The wolf has advantage on attack rolls against a creature if at least one of the wolf's allies is within 5 feet of the creature and isn't incapacitated
βš”οΈ Actions
Bite Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. If the target is a creature, it must succeed on a De 13 Strength saving throw or be knocked prone.

πŸ•β€πŸ¦Ί Death Dog

A death dog is an ugly two-headed hound that roams plains, deserts, and the Underdark. Hate burns in a Death dog's heart, and a taste for humanoid flesh drives it to attack travellers and explorers. Death dog saliva carries a foul disease that causes a victim's flesh to slowly rot off the bone.

🐺 Death Dog
🐺WOLVES Medium Monstrosity, neutral evil
πŸ›‘οΈ Armor Class 12
πŸ’š Hit Points 39(6d8+12)
πŸ‘ž Speed 40 ft.
πŸŸ₯ STR 15 (+2)
🟧 DEX 14 (+2)
🟨 CON 14 (+2)
🟩 INT 3 (-4)
🟦 WIS 13 (+1)
πŸŸͺ CHA 6 (-2)
πŸ‘οΈ Senses Darkvision 120ft, Passive Perception 15
πŸ‡ͺπŸ‡Ί Languages -
πŸ’€ Challenge 1 (200 XP)
♠️ Skills Perception +4, Stealth +4
Two-Headed The dog has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious.
βš”οΈ Actions
Multiattack The dog makes two bite attacks.
Bite Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse, the creature must repeat the saving throw, reducing its hit point maximum by 5 (1d10) on a failure. This reduction lasts until the disease is cured. The creature dies if the disease reduces its hit point maximum to 0.

πŸΊβ„οΈ Winter Wolf

The arctic-dwelling winter wolf is as large as a dire wolf but has snow-white fur and pale blue eyes. Frost giants use these evil creatures as guards and hunting companions, putting the wolves' deadly breath weapon to use against their foes. Winter wolves communicate with one another using growls and barks, but they speak Common and Giant well enough to follow simple conversations.

πŸΊβ„οΈ Winter WOLF
🐺WOLVES Large monstrosity, neutral evil
πŸ›‘οΈ Armor Class 13 (natural armor)
πŸ’š Hit Points 75 (10d10 + 20)
πŸͺ– Damage Immunities cold
πŸ‘ž Speed 50 ft
πŸŸ₯ STR 18 (+4)
🟧 DEX 13 (+1)
🟨 CON 14 (+2)
🟩 INT 7 (-2)
🟦 WIS 12 (+1)
πŸŸͺ CHA 8 (-1)
πŸ‘οΈ Senses Passive Perception 15
πŸ‡ͺπŸ‡Ί Languages Common, Giant, Winter Wolf
πŸ’€ Challenge 3 (700 XP)
♠️ Skills Perception +5, Stealth +3
Keen Hearing and Smell The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell
Pack Tactics The wolf has advantage on attack rolls against a creature if at least one of the wolf's allies is within 5 feet of the creature and isn’t incapacitated.
Snow Camouflage. The wolf has advantage on Dexterity (Stealth) checks made to hide in snowy terrain.
βš”οΈ Actions
Bite Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.
Cold Breath (Recharge 5-6) The wolf exhales a blast of freezing wind in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 18 (4d8) cold damage on a failed save, or half as much damage on a successful one.