Pack Tactics. The Chignoll has advantage on attack rolls against a creature if at least one of the Chignoll's allies is within 5 feet of the creature and the ally isn't incapacitated.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 2 (1d4) piercing damage.
Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d6) piercing damage, or 4 (1d8) piercing damage if used with two hands to make a melee attack. On hit target must make a DC 10 Constitution saving throw or take 1d4 necrotic damage, or half as much on a successful save. On failed save target contracts a Disease that deals 1d4 necrotic damage at the start of their turn until it is cured with either a spell or a DC 10 medicine check. A target can suffer multiple Diseases inflicted this way, a separate medicine check is required for each Disease, a lesser restoration or cure poison and disease will remove all Diseases
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Tremble: The Chignoll can use its reaction to tremble making it difficult to hit giving all attacks against it disadvantage
Description
Small humanoids covered in short fur that varies in color from light tan to black. They have the head of a dog bulbous eyes and large ears. They are cowardly alone but vicious in large numbers
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