Monday, January 3, 2011

General Rules: Monsters - Dog

Dog (from the Monster Manual)
Small Animal

Hit Dice: 1d8+2 (6 hit points)
Initiative: +3
Speed: 40 feet
Armor Class: 15 (+1 size, +3 Dexterity, +1 natural); touch 14, flat-footed 12
BAB/Grapple: +0/-3
Attack: Bite +2 melee (1d4+1, bludgeoning, piercing, and slashing, 20 x2)
Full Attack: Bite +2 melee (1d4+1, bludgeoning, piercing, and slashing, 20 x2)
Space/Reach: 5 feet by 5 feet/5 feet
Special Attacks: None
Special Qualities: Low-light vision, scent
Saves: Fortitude +4, Reflex +5, Will +1
Abilities: Str 13, Int 2, Wis 12, Dex 17, Con 15, Cha 6
Skills: Jump +7, Listen +5, Spot +5, Survival +1 (+5 when tracking by scent)
Feats: Skill Augmentation (Listen and Spot), Track
Environment: Temperate plains
Organization: Solitary or pack (5 - 12)
Challenge Rating:
Treasure: None
Alignment: Always neutral
Advancement: -

The statistics presented here describe a fairly small dog of about 20 to 50 pounds in weight. They also can be used for small wild canines such as coyotes, jackals, and African wild dogs.

Combat
Dogs generally hunt in packs, chasing and exhausting prey until they can drag it down.

Skills: Dogs have a +4 racial bonus on Jump checks. Dogs have a +4 racial bonus on Survival checks when tracking by scent.

Dogs as Familiars
Dogs can serve as familiars for characters eligible to obtain familiars including arcane engineers, hexblades, mind weavers, shadowsworn, sorcerers, and wizards. Arcane casters with dog familiars gain a +3 bonus to Sense Motive checks.

Dogs as Animal Companions
A dog may be trained using Handle Animal. A 1st-level druid, 3rd-level outdoorsman, or 1st-level ranger may take a dog as an animal companion.

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