Keen Hearing and Smell. The dog has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Inspire. The Corgi gives any player a 1d4 inspiration dice. Can only be used once per long rest.
Investigative Buddy. The Corgi can provide the help action to an investigation check. Can only be used once per long rest.
Pack Tactics. The Corgi 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.
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage.
Boof. The Corgi uses a bonus action to have a creature within 15 of it make a DC 11 Wisdom saving throw or become charmed until the end of the cabbage corgi's next turn. The targeted creature(s) must be capable of hearing in order for this condition to take effect. Creatures affected by the Unwavering Loyalty trait automatically succeed this saving throw.
Bark. The Corgi releases several loud barks. All creatures in 30 feet of the Corgi that can hear it must make a DC 13 Wisdom saving throw or become frightened until the end of their next turn.
Description
Corgi in armor that the fairies ride into combat. They are trained to listen to only fairies or the Sylvan language. They may be tiny but they will let all around know that they are there.
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