Bad Dog (5e Creature)

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Bad Dog

Small fiend (heartless), chaotic evil


Armor Class 11
Hit Points 33 (6d6 + 12)
Speed 30 ft.


STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 15 (+2) 5 (-3) 14 (+2) 12 (+1)

Skills Perception +4
Proficiency Bonus +2
Senses darkvision 60 ft., passive Perception 14
Languages Abyssal
Challenge 1 (200 XP)


Keen Senses. The bad dog has advantage on Wisdom (Perception) checks that rely on hearing, sight, or smell.

Pack Tactics. The bad dog has advantage on an attack roll against a creature if at least one of the bad dog's allies is within 5 feet of the creature and the ally isn't incapacitated.

Relentless (Recharges after a Short or Long Rest). If the bad dog takes 7 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.

ACTIONS

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.

Bark (Recharge 6). The bad dog barks loudly at one creature that it can see within 30 feet and forces it to make a DC 11 Constitution saving throw. On a failed save, the creature takes 13 (3d8) thunder damage and is frightened until the end of its next turn. On a successful save, the creature takes half as much damage and is not frightened.

BONUS ACTIONS

Aggressive. The bad dog moves up to its speed toward a hostile creature that it can see.


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