Armor Class 12
Hit Points 16 (3d8 + 1)
Speed 40 ft., Fly 40 ft.
STR
13 (+1)
DEX
14 (+2)
CON
12 (+1)
INT
3 (-4)
WIS
12 (+1)
CHA
7 (-2)
Skills Perception +3
Senses Passive Perception 13
Languages --
Challenge 1/8 (25 XP)
Proficiency Bonus +2
Traits

Keen Hearing and Smell. The mastiff has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Investment of the Chain Master. When you cast find familiar, you infuse the summoned familiar with a measure of your eldritch power, granting the creature the following benefits:

  • The familiar gains either a flying speed or a swimming speed (your choice) of 40 ft.
  • As a bonus action, you can command the familiar to take the Attack action.
  • The familiar’s weapon attacks are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks.
  • If the familiar forces a creature to make a saving throw, it uses your spell save DC.
  • When the familiar takes damage, you can use your reaction to grant it resistance against that damage.

Ferocity. 

Ferocity. If a companion isn’t incapacitated at the start of their and their caregiver’s turn, their ferocity increases by 1d4 + the number of enemies the companion can see or hear within 5 feet of them. For the purpose of increasing ferocity, a group of creatures who share a single stat block (such as a swarm of rats) counts as one creature. Ferocity increases round after round during combat, and there is no maximum to the level of ferocity a companion can gain.

Rampage. After rolling to increase ferocity at the start of their turn, if a companion has 10 ferocity or more and isn’t incapacitated, they run the risk of entering a rampage. The companion’s caregiver can make a Wisdom (Animal Handling) check (no action required) to try to stop the companion from entering a rampage. To make the check, the caregiver must not be incapacitated, and the companion must be able to see or hear the caregiver. The DC for the check equals 5 + the companion’s ferocity. On a success, the companion acts normally on their turn. On a failure, or if the caregiver doesn’t make the check, the companion enters a rampage.

When a companion enters a rampage, they immediately move up to their speed toward the nearest creature they can sense and attack that creature with their signature attack (see below), dealing extra damage equal to half their ferocity if the attack hits. If at least one ally and one enemy are nearest and equidistant to the companion, the caregiver’s player rolls any die. On an odd number, the companion attacks an ally. On an even number, the companion attacks an enemy. The caregiver’s player determines which specific equidistant ally or enemy the companion engages (and can choose their own character if they wish).

A companion who can’t reach a creature to attack while in a rampage uses the Dash action to move as far as they can toward the nearest creature they can sense. If a companion can’t sense any potential targets, they move as far as they can in a random direction determined by the GM, avoiding danger.

When a companion who has entered a rampage resolves their action or ends their turn, their ferocity drops to 0 and they’re no longer in a rampage.

 

Rampage

After rolling to increase ferocity at the start of their turn, if a companion has 10 ferocity or more and isn’t incapacitated, they run the risk of entering a rampage. The companion’s caregiver can make a Wisdom (Animal Handling) check (no action required) to try to stop the companion from entering a rampage. To make the check, the caregiver must not be incapacitated, and the companion must be able to see or hear the caregiver. The DC for the check equals 5 + the companion’s ferocity. On a success, the companion acts normally on their turn. On a failure, or if the caregiver doesn’t make the check, the companion enters a rampage.

When a companion enters a rampage, they immediately move up to their speed toward the nearest creature they can sense and attack that creature with their signature attack (see below), dealing extra damage equal to half their ferocity if the attack hits. If at least one ally and one enemy are nearest and equidistant to the companion, the caregiver’s player rolls any die. On an odd number, the companion attacks an ally. On an even number, the companion attacks an enemy. The caregiver’s player determines which specific equidistant ally or enemy the companion engages (and can choose their own character if they wish).

A companion who can’t reach a creature to attack while in a rampage uses the Dash action to move as far as they can toward the nearest creature they can sense. If a companion can’t sense any potential targets, they move as far as they can in a random direction determined by the GM, avoiding danger.

When a companion who has entered a rampage resolves their action or ends their turn, their ferocity drops to 0 and they’re no longer in a rampage.

Reducing Ferocity

To prevent a companion from entering a dangerous rampage, a caregiver has several options at their disposal for reducing the creature’s ferocity.

Ferocity Actions. Each companion has three actions in their stat block that cost ferocity to use. To use one of these ferocity actions, the caregiver’s character level must be equal to or greater than the ferocity action’s level, and the companion must spend the necessary amount of ferocity before they use the action. If the companion doesn’t have enough ferocity to spend, they can’t use the action.

Ferocity actions always use the companion’s action,

meaning they can’t be used as part of an opportunity attack. Ferocity actions can’t be used while a companion is in a rampage.

End of Combat. When a combat encounter involving a companion ends and the companion isn’t dying, the companion regains hit points equal to their ferocity, and their ferocity drops to 0. The GM determines when a combat encounter ends, typically at the point when creatures stop acting in initiative order.

Actions

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.

Signature Attack (Bite). Melee Weapon Attack: +1 plus PB = +3 to hit, reach 5 ft., one target. Hit: 1d6 plus PB piercing damage = 5 [rollable](1d6 + 2).

1st Level: Bully (2 Ferocity). The mastiff makes a signature Bite attack, dealing an extra PB piercing damage on a hit. The target must also succeed on a DC 14 Strength saving throw or be knocked prone.

3rd Level: Pummel (5 Ferocity). The mastiff makes a signature attack. On a hit, the target is also grappled (escape DC 10 plus PB) DC 14 . While grappled in this way, the mastiff's attacks (including the triggering attack) deal an extra PB damage, the target is restrained if they are Large or smaller, and the mastiff can’t make a signature attack against another target.

5th Level: Tackle (8 Ferocity). The mastiff moves up to their speed without provoking opportunity attacks and makes a signature attack. On a hit, the target is also grappled (escape DC 10 plus PB). While grappled in this way, the target is stunned, with the exception of the ability to attempt to escape.

 

Description

Mastiffs are impressive hounds prized by humanoids for their loyalty and keen senses. Mastiffs can be trained as guard dogs, hunting dogs, and war dogs. Halflings and other Small humanoids ride them as mounts.

Previous Versions

Name Date Modified Views Adds Version Actions
5/13/2024 7:16:40 PM
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5/14/2024 3:31:18 AM
11
1
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Monster Tags: Misc Creature

Habitat: ForestHillUrban

conorehealy

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