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JUNKYARD DOG CR 2
Dog Barbarian 2
Neutral Small Animal
Initiative: +3; Senses: Listen +5, Spot +5
Languages: None

Armor Class: 15 (+1 size, +3 dex, +1 natural), touch: 14, flat-footed: 12
Hit Dice 1d8+2d12+6 (23 hp)
Fortitude: +7, Reflex: +5, Will: +1

Speed: 50 ft. (10 squares)
Melee: Bite +5 (1d4+1)
Base Attack Bonus: +2; Grapple: -1
Space: 5 ft.; Reach: 5 ft.
Special Actions: Rage 1/day

Abilities: Str 13, Dex 17, Con 15, Int 2, Wis 12, Cha 6
Special Qualities: Low-light vision, scent, uncanny dodge, fast movement
Feats: Alertness, Track(B), Weapon Focus
Skills: Jump +7, Survival +1 (+5 when tracking by scent)

While a fairly small dog of about 50 pounds in weight, these animals are considerably more vicious than normal guard dogs. Trained to go into a blood rage when encountering anyone within its territory, junkyard dogs get along only with members of their pack, which never includes humanoids. While they are by no means obedient, their viciousness and hunter's nature make them easily as worthwhile as a normal guard dog, and they cost the same.

Generally, junkyard dogs are kept penned up during the day, when legitamate people might have buisness in a yard, and then let loose at night, ready to tear into any prowler.

CombatEdit

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

Rage (Ex): A junkyard dog can fly into a rage once per day. In a rage, the junkyard dog temporarily gains the following stats:

29 hp (+6 temporary hp)
Abilities: Str 17, Dex 17, Con 19, Int 2, Wis 12, Cha 6
Fortitude: +2, Reflex: +5, Will: +3
Armor Class: 13 (+1 size, +3 dex, +1 natural, -2 penalty), touch: 12, flat-footed: 10
Melee: Bite +7 (1d4+3)

The extra hit points are not lost first the way temporary hit points are. While raging, a junkyard dog cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration. It can still use its feats. This rage lasts for 7 rounds.

A junkyard dog may prematurely end his rage. At the end of the rage, the dog loses the rage modifiers and restrictions and becomes fatigued (-2 penalty to Strength, -2 penalty to Dexterity, can’t charge or run) for the duration of the current encounter.

Entering a rage takes no time itself, but a junkyard dog can do it only during its action, not in response to someone else’s action.

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

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