5e SRD >Creatures >

Thunder Terrier

Large monstrosity, unaligned

Armor Class 13 (natural armor)
Hit Points 75 (10d10 + 20)
Speed 50 ft.

STR DEX CON INT WIS CHA
18 (+4) 13 (+1) 14 (+2) 7 (–2) 12 (+1) 8 (–1)

Skills Perception +5, Stealth +3
Damage Immunities thunder
Senses passive Perception 15
Languages
Challenge 3 (700 XP)

SPECIAL TRAITS

  • Keen Hearing and Smell. The thunder terrier has advantage on Wisdom (Perception) checks that rely on hearing or smell.

ACTIONS

  • Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.
  • Thundering Bark (recharge 5–6). The thunder terrier emits a thundering bark in a 60-foot cone. Each creature in this area must make a DC 12 Constitution saving throw. On a failed save, a creature takes 9 (2d8) thunder damage, is pushed 10 feet away from the terrier, and is deafened for one minute. On a successful save, the creature takes half as much damage and isn’t pushed or deafened. In addition, unsecured objects completely within the area of effect are automatically pushed 10 feet away from the terrier by the bark’s effect, and the bark emits a thunderous boom audible out to 300 feet.

ABOUT

Thunder terriers are extraordinarily rare, found most often in the company of storm giants and cloud giants who raise them as pets. Though similar to Yorkshire, Scottish, or West Highland terriers, the coloring of their fur ranges from sky blue to an almost sparkling teal. Like the smaller breed for which they are named, thunder terriers are natural ratters with a disposition to be excitable and gregarious. Thunder terrier pups can be reared and trained like any other dog, though the cost for feeding them is enormous and the likelihood of collateral damage is quite high.

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Tome of Horrors 2020, (C) 2020, Necromancer Games