Keen Hearing and Smell. The dog has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Unwavering Loyalty. The dog will always follow the commands of an NPC that they have a positive relationship with (i.e. the dog's owner).
Always Crying. Zelda dog is always crying. Any creature within range must succeed a DC 5 Wisdom Saving Throw else become Annoyed. (Annoyed. An annoyed creature will become enraged and attack the closest target if able)
ACTIONS
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage.
BONUS ACTIONS
Bark. The dog barks at a creature within 15 of it. If the creature can hear, it must succeed on a DC 11 Wisdom saving throw or become frightened until the end of the dog’s next turn. Creatures affected by the Unwavering Loyalty trait automatically succeed on this saving throw.
Enter the description for how bonus actions work for your monster here.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
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
She's just a little dog.
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.







Comments