Medium Beast, Unaligned
Armor Class 14 Natural
Hit Points 29 (4d10 + 8)
Speed 40 ft.
STR
14 (+2)
DEX
15 (+2)
CON
17 (+3)
INT
2 (-4)
WIS
12 (+1)
CHA
7 (-2)
Saving Throws STR +4
Skills Perception +4
Senses Passive Perception 11
Languages --
Challenge 1/2 (100 XP)
Proficiency Bonus +2
Traits

Keen Hearing and Smell. The Barkhound has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Pack Tactics. The wolf has advantage on attack rolls against a creature is at least one of the wolf's allies within 5 ft. of the creature and ally isn't incapacitated.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., 1 target. Hit: (2d6 + 1) piercing damage. If the target is a creature, it must succeed on a DC 12 Strength saving throw or be knocked prone.

Bark Hide. (1/Day) The Barkhound fur turns to a hard bark armor. For the following 3 hours, +3 to AC, and resistance to non-magical slashing and piercing.

Reactions

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Description

Barkhounds are a species of wolf native to temperate forests. Their fur is umber and reddish in color with a sticker body compared to that of a normal wolf. However, what truly sets them apart is the dense bark that grows in patches around their body. When they are threatened, they produce a substance that turns their fur into this bark armor which spreads to cover more of their form. Providing protection from claws and teeth of would-be predators. They are very territorial and seldom found near civilization.

Habitat: Forest

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