| Mod | Save | ||
|---|---|---|---|
| STR | 8 | −1 | −1 |
| DEX | 12 | +1 | +1 |
| CON | 16 | +3 | +5 |
| Mod | Save | ||
|---|---|---|---|
| INT | 10 | +0 | +0 |
| WIS | 12 | +1 | +1 |
| CHA | 16 | +3 | +5 |
Cute. Creatures with an intelligence score of at least 10 have difficulty attacking your corgi, granting it a +3 to its base AC (12), turning it to 15.
Sit. Your corgi sits down where it is.
Stay. Your corgi will stay where it is and not move until you command it otherwise, unless another creature attacks it, in which you must do a DC15 charisma save to get it to continue staying there. You may forfeit this roll if you choose, letting the corgi move as it wishes.
Shake. Your corgi will put one of its front paws out to shake hands with the closest friendly character, or with a nonhostile character that becomes friendly to it with this action (and possibly you).
No. Your corgi will stop what it's doing and look up at you with puppy dog eyes. If you say "Ok" your corgi will continue with what it was doing.
Come. Your corgi moves as close to you as it can using all of its speed.
Good Dog. If you say good dog your corgi will start waging its tail and look really happy and cute, making everyone around say "aww."
Fetch. As an action, you can command your corgi to pick up a small item within its line of sight and bring it back to you. The corgi will return to you and drop the item at your feet. However, the corgi can choose to ignore you completely. Roll a charisma check, DC 10, if it is above 10, the corgi fetches the item for you. If it is below 10, the corgi lays down or licks itself.
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage.
Investigate. Your corgi will assist you with any investigating, giving you a +2 on an investigation check you make. The corgi can use this once in a long rest.
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