Medium Beast, Chaotic Good
Armor Class 17 Breastplate
Hit Points 77 (9d10 + 5)
Speed 40 ft.
STR
14 (+2)
DEX
16 (+3)
CON
16 (+3)
INT
10 (+0)
WIS
12 (+1)
CHA
7 (-2)
Saving Throws STR +4
Skills Athletics +6, Perception +5, Survival +5
Senses Unknown Keen Senses: Advantage on any Perception roll relying on Hearing or Smell, Passive Perception 20
Languages Elvish
Challenge 1/2 (100 XP)
Proficiency Bonus +2
Traits

Pack Tactics: Cooper has advantage on attack rolls against a creature if at least one of their allies is within 5 feet of the creature and that ally isn’t incapacitated.

Improved Critical: Cooper’s attack rolls score a critical hit on a roll of 19 or 20

Danger Sense: Advantage on all Initiative rolls

Actions

Extra Attack: Cooper can attack twice whenever they take the Attack action on their turn

Bite: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage. If the target is a creature, it must succeed DC14 Strength saving throw or be knocked prone.

Bonus Actions

Second Wind: Cooper can use a bonus action on their turn to regain hit points equal to 1d10+(9), their level in this class. Once they use this feature, they must finish a short or long rest before they can use it again.

Reactions

Defender: Cooper can use their reaction to impose Disadvantage on the attack roll of a creature within 5 feet of them, provided Cooper is not the target of the triggering attack and they can see the attacker.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

Cooper is an Elven Wolfhound, a breed boasted to be descended from protective fey spirits who assumed the form of domesticated wolves to honor some folklore prince. His coat is long, brindled with the colors of granite, and he wears an armored leather harness complete with saddlebags. 

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Previous Versions

Name Date Modified Views Adds Version Actions
4/24/2024 12:57:41 AM
3
0
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Coming Soon

Monster Tags: Sidekick

Habitat: Forest

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