Keen Hearing and Smell. The mastiff has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 4) piercing damage. If the target is a creature (large or smaller), it must succeed on a DC 12 Strength saving throw or be knocked prone. Targets of a small size have disadvantage on the save.
Running Pounce . Movement Attack: If the animal moves 10 feet or more in a straight line before running into a target, the target must make a STR saving throw (DC 16) or be knocked prone. Failure the save gives the animal a bonus action Bite attack. This ability is not an action but is part of the animal's movement. Targets of a small size have disadvantage on the save.
Description
Mastiffs are impressive hounds prized by humanoids for their loyalty and keen senses. In particular, these mastiffs have been trained as mounts for Halflings and other Small humanoids. They can be imprinted, where they will become and remain extremely loyal to a single rider who has ridden and cared for the animal over a long period of time. At night, they also function as guard dogs, and they will also attack as war dogs if ordered to, or to protect themselves when in danger.
The Adventurer's Mastiff has been outfitted with a riding saddle and small saddle bags that are only used to store items needed in the care of the animal. The saddle includes straps that keep the mount from losing its rider, and allows the rider to remain astride without using their hands. It takes an action to fasten or unfasten these straps and mount or dismount from the mastiff. The animal wears a type of leather and scaled metal armor that protects its upper body and head. This armor is padded to prevent any noise normally associated with metallic armors.
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