een Hearing and Smell.
The wild dog alpha has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics.
The wild dog alpha has advantage on an attack roll
against a creature if at least one of the wild dog alpha’s allies is
within 5 feet of the creature and the ally isn’t incapacitated.
Pounce.
If the wild dog alpha moves at least 20 feet straight
toward a creature and then hits it with a bite attack on the same
turn, that target must succeed on a DC 13 Strength saving throw
or be knocked prone. If the target is prone, the lion can make one additional bite attack against it as a bonus action.
Running Leap.
With a 10-foot running start, the wild dog alpha
can long jump up to 25 feet
Keen Hearing and Smell.
The wild dog has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Bite.
Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 4 (1d6 + 1) piercing damage.
Charge:
If the goat moves at least 20 feet straight toward a target
and then hits it with a ram attack on the same tu
rn, the target takes an extra 5 (2d4) bludgeoning damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
Sure-Footed:
The goat has advantage on Strength and Dexterity
saving throws made against effects th
at would knock it prone.
Multiattack:
The two-headed goat makes two ram attacks. These
attacks must be against different targets.
Ram:
Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 8 (2d4 + 3) bludgeoning damage.
Charge.
If the goat moves at least 20 feet straight toward a target
and then hits it with a ram attack on the same
turn, the target takes an extra 2 (1d4) bludgeoning damage. If the target is a creature, it must succeed on a DC 10 Strength saving throw or be knocked prone.
Sure-Footed.
The goat has advantage on Strength and Dexterity
saving throws made against effects
that would knock it prone
Ram.
Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 3 (1d4 + 1) bludgeoning damage.