Medium Beast, Chaotic Good
Armor Class 15 (natural armor)
Hit Points 14 (2d8 + 2)
Speed 40 ft.
STR
12 (+1)
DEX
15 (+2)
CON
12 (+1)
INT
6 (-2)
WIS
12 (+1)
CHA
8 (-1)
Skills Perception +3, Stealth +4
Senses Passive Perception 13
Languages Understands Common, Can Hear Goblin
Challenge 1/4 (50 XP)
Proficiency Bonus +2
Traits

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 the ally isn't incapacitated.

Ranger's Companion. The beast obeys your commands as best as it can. It takes its turn on your initiative. On your turn, you can verbally command the beast where to move (no action required by you). You can use your action to verbally command it to take the Attack, Dash, Disengage, or Help action. If you don't issue a command, the beast takes the Dodge action. Once you have the Extra Attack feature, you can make one weapon attack yourself when you command the beast to take the Attack action. If you are incapacitated or absent, the beast acts on its own, focusing on protecting you and itself. The beast never requires your command to use its reaction, such as when making an opportunity attack.

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.

Beast Master Bonus. The companion gains an additional bonus to attack and damage rolls equal to the ranger's proficiency bonus (not included in the attack descriptions below).

Reactions

Understands Jone's jokes, but chooses to ignore them.

Description

Such a good doggo! Very smart pupper, deserves all the treats and pets.

Monster Tags: Misc Creature

Habitat: ForestGrasslandHill

DorkKnight