Keen Hearing and Smell. The Ninken has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics. The Ninken has advantage on an attack roll against a creature if at least one of the wolf's allies is within 20 feet of the creature.
Beware the Dog. During an owner’s long rest, any enemy or potential intruder within 60ft. must make (or repeat) a Dexterity (Stealth) check against the dog's Passive Perception. On a fail, the dog wakes up and uses its bark to alert all allies within 120ft. This takes the dog one action.
Elusive. The dog can take the Disengage or Dash actions as a bonus action.
The Ninken may attack once with its bite then once again with either its tail or claws.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (2d8 + 6) piercing damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (2d6 + 6) piercing damage. If the target is a creature, it must succeed on a DC 14 Con saving throw or be Begin bleeding, losing 1d4 damage a turn for the next minute.
Tail. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d4 + 6) Bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Dexterity saving throw or be knocked prone.
Comments