Temple Dog

Temple Dog

Medium celestial, good
  • Armor Class 15 (natural armor)
  • Hit Points 97 (15d8+30)
  • Speed 30 ft.
  • STR
    18 (+4)
  • DEX
    14 (+2)
  • CON
    15 (+2)
  • INT
    8 (-1)
  • WIS
    14 (+2)
  • CHA
    10 (+0)
  • Saving Throws Str +7, Con +5, Int +2, Wis +5
  • Skills Perception +5
  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons
  • Senses darkvision 60 ft., passive Perception 15
  • Languages understands Celestial and Common but can't speak
  • Challenge 5 (1,800 XP)
  • Magic Resistance. The temple dog has advantage on saving throws against spells and other magical effects.
  • Protector's Initiative. If the temple dog is entering combat against a clear threat to its temple, it has advantage on its initiative roll.
  • Rushing Slam. If the temple dog moves at least 10 feet straight toward a target and then makes a slam attack against that target, it can make an additional slam attack against a second creature within 5 feet of the first target as a bonus action.

Actions

  • Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 4) piercing damage plus 9 (2d4 + 4) bludgeoning damage, and the target is grappled (escape DC 14). The target must also make a successful DC 15 Constitution saving throw or be stunned until the end of its next turn.
  • Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) bludgeoning damage, and the target must succeed on a DC 15 Strength saving throw or be knocked prone and pushed 5 feet. The temple dog can immediately enter the position the target was pushed out of, if it chooses to.

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All SRD content is licensed under OGL 1.0a, with material from Wizards of the Coast, Tome of Beasts, and Creature Codex.