Medium Beast, Unaligned
Armor Class 11 natural armor, leather, mail
Hit Points 11 (2d8 + 2)
Speed 40 ft.
STR
12 (+1)
DEX
15 (+2)
CON
12 (+1)
INT
10 (+0)
WIS
12 (+1)
CHA
11 (+0)
Saving Throws STR +3
Skills Perception +3, Stealth +4
Damage Vulnerabilities Thunder
Damage Resistances Cold
Senses Darkvision 30 feet, Passive Perception 13
Languages Draconic, Thieves' Cant undercommon, abyssal
Challenge 1/4 (50 XP)
Proficiency Bonus +2
Traits

Keen Hearing and Smell. Annabelle has advantage on Wisdom/Perception checks that rely on hearing or smell.

Pack Tactics. Annabelle has advantage on attack rolls against a creature if at least one of her allies is within 5 feet of the creature and the ally isn't incapacitated.

Retrieve.  Annabelle can retrieve any item smaller than her, movable, and in sight. 

Cuddle. Cuddling Annabelle halves the time needed for rests.

Calming. Calms down  any allies when they are feeling overwhelmed or anxious. Petting her reduces fear, and makes people more likely to want to help you. NPCs will sometimes walk up to the party to pet Annabelle. 

 
Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1d4 + 2 piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.

Tackle and Drag. Melee Weapon Attack: +4 to attack, up to ten feet away, one target. Hit: 5 (2d4+1) knockback damage. Target must succeed a DC 11 strength saving throw or be knocked prone, and then must succeed a DC 11 strength saving throw or be dragged back towards her allies, ten feet. 

Bark. Ranged, Acoustic Attack: +4 to attack, up to ten feet away, up to three targets. Hit:  1 Deafening damage. Targets must succeed a DC 12 Constitution saving throw or be deafened, stunned, and petrified for one round. 

Calming. Deescalate, calm, or pacify:  +4 bonus. Curls up next to, or stands by, a target. Her very presence calms them down, giving them -1 to success for attacking. Touching her gives them -3 to success for attacking. When a target is calmed, persuasion and deception get +3. Intimidation gets -1, due to them already wanting to help. 

Reactions

Other Dogs/Dog-like creatures: will always attack on sight, regardless of the situation. Anyone in the party can attempt to restrain her, but must make a DC 15 Strength saving check. 

Non-Threatening Humanoid: Will walk up and attempt to be pet by them. Always is friendly and eager for attention from any humanoid that isn't actively threatening her or her allies. 

Threatening Humanoid: Will growl, and crouch, but not attack unless the other attacks first. 

Loud Noises: Will whimper, and attempt to be near her allies.

Non-Humanoid Creatures: Is intrigued by them, but is not necessarily aggressive towards. 

 

Description

A black lab/chow mix with a loyal and protective nature. Can be equipped with leather armor, if it is taken to a tailor and modified.  She absolutely would be a lap dog if she was smaller. When scared, she attempts to hide her head between her allies legs; when she thinks she is in trouble, she gets low to the ground with her tail between her legs; when excited, her tail wags violently. When excited (given meat, in a crowd, given attention, playing with her, wrestling with her) allies near her take 1d4 -1 of damage from her tail! Cuddling with her reduces the time needed for each time of rest. 

Lair and Lair Actions

A red, maroon, and green woolen blanket. Usually is folded up, and is 6 inches tall, 4'x4'. Can also be strung up as a hammock. When laying in the bed, in either form, she heals 1 hit point for every ten minutes.  

Previous Versions

Name Date Modified Views Adds Version Actions
11/25/2017 1:03:43 PM
712
2
--
Coming Soon
11/27/2017 10:50:26 AM
933
2
1, Nerfed
Coming Soon

Monster Tags: Misc Creature

Habitat: ForestGrasslandHillUrban

Aedantynnan