Calopus
This creature looks somewhere in between a dog and a wolf. Its long horns curve over its head. Its legs end in short sharp claws.
The calopus is a pack-hunting carnivore of the plains that is related most closely to the wolves. They may be mistaken for these harmful yet low threat creatures at a distance by unsuspecting travelers. A calopus pack is a savage and well-coordinated unit in combat, tearing apart creatures as large as elephants if given the opportunity. They have little fear of humanoids and may attempt to kill and eat them if they outnumber such prey.
Calopuses live in packs comprised of multiple males and females—the sexes both bear horns and are difficult to tell apart except by experts. Fights for status in the pack are common but rarely lethal, resembling wrestling matches that end when one combatant is thrown to the ground. Calopuses are good parents, digging dens to shelter their pups and weaning them quickly by giving them small game and wounded larger prey to practice killing. They prefer drier climes with sparse bushes and trees, as their ever growing horns become tangled easily in thick vegetation.
A calopus stands about three feet high at the shoulder and weighs approximately 150 pounds.D&D section
Calopus
Medium Beast, UnalignedArmor Class 17 (natural armor)
Hit Points 38 (7d8 + 7)
Speed 50 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15(+2) |
17(+3) |
12(+1) |
8(-1) |
13(+1) |
8(-1) |
Skills Perception +7, Stealth +9, Acrobatics +8
Senses Passive Perception 17
Challenge 2 (50 XP)
Proficiency Bonus +4
Keen Hearing and Smell. The calopus has advantage on Wisdom (Perception) checks that rely on hearing or smell. Pack Tactics. The calopus has advantage on attack rolls against a creature if at least one of the calopus's allies is within 5 feet of the creature and the ally isn't incapacitated. Charge. If the calopus moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone. Maneuver. A calopus that strikes an opponent with its gore attack may instantly follow it by a disarm or shove attempt. A calopus that fails the maneuver by more than 10 falls prone.
Actions
Gore: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 2) piercing damage. Bite: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage. If the target is a creature, it must succeed on a DC 12 Strength saving throw or be knocked prone. Claws: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit 5 (1d6 + 2) slashing damage.
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