| Mod | Save | ||
|---|---|---|---|
| STR | 13 | +1 | +1 |
| DEX | 14 | +2 | +2 |
| CON | 12 | +1 | +1 |
| Mod | Save | ||
|---|---|---|---|
| INT | 5 | −3 | −3 |
| WIS | 12 | +1 | +1 |
| CHA | 5 | −3 | −3 |
Bite. Melee Attack Roll: +5, reach 5 ft. Hit: 4 (1d6 + 1) Piercing damage. If the target is a Medium or smaller creature, it has the Prone condition.
Point (Bonus Action): The Weimaraner can take the Help action as a bonus action, choosing a target within 30 feet that it can see or smell. The next attack roll made by one of the Weimaraner's allies against that target before the start of the Weimaraner's next turn has advantage.
Nimble Escape (Bonus Action): The Weimaraner can take the Disengage or Dash action.
Melodramatic Whine: As a free action on its turn (or a reaction to not getting its own way), the Weimaraner can emit a loud, piercing whine audible up to 60 feet away. All creatures within 15 feet of the Weimaraner that can hear it must make a DC 6 Wisdom saving throw. On a failure, they are momentarily distracted by the sheer melodrama and cannot take reactions until the start of their next turn.
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