| Mod | Save | ||
|---|---|---|---|
| STR | 17 | +3 | +3 |
| DEX | 12 | +1 | +1 |
| CON | 16 | +3 | +3 |
| Mod | Save | ||
|---|---|---|---|
| INT | 8 | −1 | −1 |
| WIS | 13 | +1 | +1 |
| CHA | 6 | −2 | −2 |
Pack Tactics. The Chemdog has Advantage on an attack roll against a creature if at least one of the Chemdog's allies is within 5 feet of the creature and the ally doesn’t have the Incapacitated condition.
Chemical Blood. Once the Chemdog drops to 0 hitpoints and the damage type of the attack that caused it was slashing, piercing or fire, the creature explodes into a toxic gascloud. Every creature within 15ft needs to make a DC12 Constitution saving throw. On a fail the creature is poisoned and suffers 3d6 poison damage. On a success the creature only suffers half damage. Other Chemdogs are immune to this effect.
Multiattack. The hound makes two Bite attacks.
Bite. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Piercing damage plus 7 (2d6) Acid damage.
Acid Spray(Recharge 5–6). Dexterity Saving Throw: DC 12, each creature in a 15-foot Cone. Failure: 17 (5d6) Acid damage. Success: Half damage.
Chemical Fumes. After the creature has taken damage, it can use a reaction to release a spore cloud in a 15 ft circle centered around the creature and it lasts until the start of the Chemdog's turn. The Chemdog is obscured and anyone that enters or starts their turn in the spore cloud needs to make a DC12 Constitution saving throw. On a fail the creature suffers 2d6 poison damage. On a success the creature only suffers half damage. Other Chemdogs are immune to this effect.
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