Medium Beast, Typically Lawful Good
AC 13 Natural armor    Initiative +4 (14)
HP 45 (1d10 + 1)
Speed 40 ft.
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
Skills Perception +5
Senses Passive Perception 16
Languages Can communicate with owner in simple language including body language and
CR 1/2 (XP 100; PB +2)
Traits
Weimaraners, often nicknamed "Grey Ghosts," are known for their aristocratic appearance, intense energy, and slightly neurotic attachment to their owners—they famously cannot handle being separated from their humans and will follow them everywhere, even to the bathroom.
 
Vigilant Bond: While the dog is conscious and its bonded owner is within sight, the owner cannot be surprised. The dog will bark frantically at the first sign of danger. The dog also has advantage on saving throws against being Frightened if its owner is nearby.

 

Actions

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.

Bonus Actions

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.

 

Reactions

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.

Habitat: ForestHillUrban

Lyra091190

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