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# Dogs ___ > ## Small Dog >*Tiny beast, unaligned* > ___ > - **Armor Class** 11 > - **Hit Points** 2 (1d4) > - **Speed** 30 ft >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|3 (-4)|13 (+1)|10 (0)|4 (-3)|12 (+1)|8 (-1)| >___ > - **Skills** Perception +3 > - **Senses** passive Perception 13 > - **Challenge** 0 (10 XP) **Proficiency Bonus** +2 > ___ > > ***Keen Hearing and Smell.*** The dog has advantage on Wisdom (Perception) checks that rely on hearing or smell. > > ### Actions > > ***Bite.*** *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 1 piercing damage. If the target is a creature, it must succeed on a DC 6 Strength saving throw or be knocked prone >
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___ > ## Medium Dog >*Small beast, unaligned* > ___ > - **Armor Class** 11 > - **Hit Points** 4 (1d6) > - **Speed** 40 ft >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|10 (0)|13 (+1)|10 (0)|4 (-3)|12 (+1)|8 (-1)| >___ > - **Skills** Perception +3 > - **Senses** passive Perception 13 > - **Challenge** 1/8 (25 XP) **Proficiency Bonus** +2 > ___ > > ***Keen Hearing and Smell.*** The dog has advantage on Wisdom (Perception) checks that rely on hearing or smell. > > ### 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 10 Strength saving throw or be knocked prone > \columnbreak
___ > ## Large Dog >*Medium beast, unaligned* > ___ > - **Armor Class** 11 > - **Hit Points** 9 (2d8) > - **Speed** 40 ft >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|13 (+1)|13 (+1)|10 (0)|4 (-3)|12 (+1)|8 (-1)| >___ > - **Skills** Perception +3 > - **Senses** passive Perception 13 > - **Challenge** 1/4 (50 XP) **Proficiency Bonus** +2 > ___ > > ***Keen Hearing and Smell.*** The dog has advantage on Wisdom (Perception) checks that rely on hearing or smell. > > ### Actions > > ***Bite.*** *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 5 (1d8 + 1) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone >
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## Dog Traits To create custom dogs representing different breeds, you can apply any of the following traits to a dog stat block. For every three traits you apply, increase its CR by one level. Some traits are more powerful and count as applying more than one trait for this purpose. Traits should be applied in groups of three to keep the power levels of dogs of the same CR consistent. **Agile.** The dog has proficiency in Dexterity saving throws and doubles its Dexterity bonus to AC. **Gripping Bite.** The dog's bite grapples on hit (escape DC equal to the Strength save DC from its bite attack.) Until this grapple ends, the dog can't bite another target. **Guardian.** Immediately after a creature within 5 feet of the dog takes the Disengage action or hits a target other than the dog with an attack, the dog can make an opportunity attack against that creature. **Tough.** The dog has proficiency in Constitution saving throws, and its hit points are increased by 3. **Pack Tactics (counts as 2 traits).** The dog has advantage on an attack roll against a creature if at least one of the dog's allies is within 5 ft. of the creature and the ally isn't incapacitated. **Powerful.** The dog has proficiency in Strength saving throws and is one size larger when determining its carrying capacity and the weight it can push, drag, or lift. **Rat Hunter.** The dog can move through and stop in a space large enough to fit a creature one size smaller than it without squeezing. It also has advantage on attacks against tiny-sized creatures or swarms made up of tiny creatures, and it ignores the damage resistance of tiny creatures or swarms made of tiny creatures. **Team Initiator.** Immediately after the dog rolls for initiative, it can swap its result with the result of one willing ally that also rolled initiative for the same combat. It can't make this swap if it or the ally is incapacitated. **Tracker.** The dog has expertise in Perception and can detect creatures up to 10 miles away with its smell. **Strong Willed.** The dog has proficiency in Wisdom saving throws, and it has advantage on saving throws against being charmed or frightened. **Swift.** The dog's walking speed increases by 10 feet.
**Swimmer.** The dog has a swim speed of 30 feet. **Watchdog.** The dog has advantage on initiative rolls and can't be surprised. ### Magical Dog Traits These traits are supernatural in nature and can be used to make dogs with magical abilities. **Fey Hunter.** If a creature is hit by the dog's bite attack, then until the start of that creature's next turn, if it tries to use teleportation or interplanar travel, it must first make a Charisma saving throw (DC equal to the Strength save DC from the dog's bite attack.) On a success, the creature can use that magic. On a failure, the creature can't teleport and wastes the use of the spell or effect. **Homing Sense (Counts as 2 traits).** If the dog is given possession of a garment or body part (such as a lock of hair or a nail clipping) to smell, it knows the direction and distance to the original owner of the item as long as that creature is within 1,000 feet. The dog can have only have one such quarry at a time. **Two-Headed (Counts as 3 traits).** The dog has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious. It can also make two bite attacks as an action and can grapple two creatures at once. **Smell Evil and Good (Counts as 2 traits).** The dog is under the effects of the *detect evil and good* spell at all times. **Smell Magic (Counts as 2 traits)**. The dog is under the effects of the *detect magic* spell at all times, except it uses its sense of smell rather than sight to detect magical effects. **Spirit Hunter.** The dog's bite attacks are magical. The dog may also grapple and knock prone incorporeal creatures that would otherwise be immune to the grappled and prone conditions. **Supernatural Senses.** The dog's senses are considered magical for the purposes of spells and effects, such as *pass without trace*, that prevent tracking through non-magical means.
\pagebreakNum ## Example Dogs These are example dogs ### Dwarven Mine Dog Breed by dwarfs to mine shafts and be alert to any possible attacks from borrowing creatures. \columnbreak ___ > ## Dwarven Mine Dog >*Small beast, unaligned* > ___ > - **Armor Class** 11 > - **Hit Points** 7 (1d6 + 3) > - **Speed** 40 ft >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|10 (0)|13 (+1)|10 (0)|4 (-3)|12 (+1)|8 (-1)| >___ > - **Saving Throws** Con +2, Wis +2 > - **Skills** Perception +5 > - **Senses** passive Perception 15 > - **Challenge** 1/2 (100 XP) **Proficiency Bonus** +2 > ___ > > ***Keen Hearing and Smell.*** The dog has advantage on Wisdom (Perception) checks that rely on hearing or smell. > > ***Rat Hunter.*** The dog can move through and stop in a space large enough to fit a creature one size smaller than it without squeezing. It also has advantage on attacks against tiny-sized creatures or swarms made up of tiny creatures, and it ignores the damage resistance of tiny creatures or swarms made of tiny creatures. > > ***Strong Willed.*** The dog has advantage on saving throws against being charmed or frightened. > > ***Team Initiator.*** Immediately after the dog rolls for initiative, it can swap its result with the result of one willing ally that also rolled initiative for the same combat. It can't make this swap if it or the ally is incapacitated. > > ***Tracker.*** The dog can detect creatures up to 10 miles away with its smell. > > ***Watchdog.*** The dog has advantage on initiative rolls and can't be surprised. > > ### 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 10 Strength saving throw or be knocked prone. >
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## Elven Hunting Hound Breed by elfs to hunt. \columnbreak
___ > ## Elven Hunting Hound >*Medium beast, unaligned* > ___ > - **Armor Class** 12 > - **Hit Points** 9 (2d8) > - **Speed** 50 ft >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|13 (+1)|13 (+1)|10 (0)|4 (-3)|12 (+1)|8 (-1)| >___ > - **Saving Throws** Dex +2 > - **Skills** Perception +5 > - **Senses** passive Perception 15 > - **Challenge** 1 (200 XP) **Proficiency Bonus** +2 > ___ > > ***Keen Hearing and Smell.*** The dog has advantage on Wisdom (Perception) checks that rely on hearing or smell. > > ***Pack Tactics.*** The dog has advantage on an attack roll against a creature if at least one of the dog's allies is within 5 ft. of the creature and the ally isn't incapacitated. > > ***Supernatural Senses.*** The dog's senses are considered magical for the purposes of spells and effects, such as *pass without trace*, that prevent tracking through non-magical means. > > ***Tracker.*** The dog can detect creatures up to 10 miles away with its smell. > > ### Actions > > ***Bite.*** *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 5 (1d8 + 1) piercing damage. If the target is a creature, it must succeed on a DC 10 Strength saving throw or be knocked prone.
\pagebreakNum ## Gnomish Tricket Retriever Breed by Gmomes to find magical parts in scrapheaps. \columnbreak ___ ___ > ## Gnomish Trinket Retriever >*Tiny beast, unaligned* > ___ > - **Armor Class** 11 > - **Hit Points** 2 (1d4) > - **Speed** 30 ft >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|3 (-4)|13 (+1)|12 (0)|4 (-3)|12 (+1)|8 (-1)| >___ > - **Skills** Perception +3 > - **Senses** passive Perception 13 > - **Challenge** 1/8 (25 XP) **Proficiency Bonus** +2 > ___ > > ***Keen Hearing and Smell.*** The dog has advantage on Wisdom (Perception) checks that rely on hearing or smell. > > ***Rat Hunter.*** The dog can move through and stop in a space large enough to fit a creature one size smaller than it without squeezing. It also has advantage on attacks against tiny-sized creatures or swarms made up of tiny creatures, and it ignores the damage resistance of tiny creatures or swarms made of tiny creatures. > > ***Smell Magic***. The dog is under the effects of the *detect magic* spell at all times, except it uses its sense of smell rather than sight to detect magical effects. > > ### Actions > > ***Bite.*** *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 1 piercing damage. If the target is a creature, it must succeed on a DC 6 Strength saving throw or be knocked prone. >
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## Halfling Riding Mastiff Breed by halfings to rid
___ ___ > ## Halfling Riding Mastiff >*Medium beast, unaligned* > ___ > - **Armor Class** 11 > - **Hit Points** 12 (2d8 + 3) > - **Speed** 40 ft >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|13 (+1)|13 (+1)|10 (0)|4 (-3)|12 (+1)|8 (-1)| >___ > - **Saving Throws** Str +3, Con +3, Wis +3 > - **Skills** Perception +3 > - **Senses** passive Perception 13 > - **Challenge** 1 (200 XP) **Proficiency Bonus** +2 > ___ > > ***Keen Hearing and Smell.*** The dog has advantage on Wisdom (Perception) checks that rely on hearing or smell. > > ***Strong Willed.*** The dog has proficiency in Wisdom saving throws, and it has advantage on saving throws against being charmed or frightened. > > ***Powerful.*** The dog has proficiency in Strength saving throws and is one size larger when determining its carrying capacity and the weight it can push, drag, or lift. > > ***Guardian.*** Immediately after a creature within 5 feet of the dog takes the Disengage action or hits a target other than the dog with an attack, the dog can make an opportunity attack against that creature. > > ***Team Initiator.*** Immediately after the dog rolls for initiative, it can swap its result with the result of one willing ally that also rolled initiative for the same combat. It can't make this swap if it or the ally is incapacitated. > > ### Actions > > ***Bite.*** *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 5 (1d8 + 1) piercing damage. If the target is a creature, it must succeed on a DC 10 Strength saving throw or be knocked prone. If the target is a Medium or smaller creature, it is grappled (escape DC 10). Until this grapple ends, and the dog can't bite another target.
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## Tigers in Your Adventures The following tables provide some ways to incorporate tigers and weretigers into your adventures. ##### Tiger Adventures | d8 | Plot Hook | |:---:|:-----------:| | 1 | A party of fledgling adventurers unwittingly travels through a **tiger's** territory. After killing their travel guide, the tiger begins hunting the group in a deadly game of cat and mouse.| | 2 |The party finds a wounded hunter who claims a **tiger** is pursuing him because he denied it a kill. | | 3 | An eccentric dwarf maintains an exotic **tiger** zoo with questionable safety measures and offers the players a tour of his exhibits. | | 4 | A transmutation experiment on several feral cats goes awry, causing them to expand in size and gain the statistics of **tigers**. The giant cats now terrorize the local alleyways. |
| | | |:---:|:-----------:| | 5 |Every year, a town sends humanoid sacrifices to meet their end at the claws of a **dire tiger**, which represents their god's will. Sacrifices are chosen from local criminals, dissidents, or travelers. Failure to provide sufficient sacrifice provokes the dire tiger's wrath. | | 6 | A **rakshasa** has taken on the guise of a local noble, climbing her way up the political power system. Those who stand in her way tend to find themselves mauled to death by her pet **dire tiger** while traveling. | | 7 | The players find themselves in a city that blends criminal punishment and entertainment by offering prisoners the chance at freedom if they can survive a dangerous gauntlet populated with **dire tigers**, all for public spectacle. | | 8 | The players find an isolated jungle outpost with its structures broken into and its inhabitants dragged off into the wilderness by **dire tigers**, leaving behind only broken debris and bloody trails. |