Close-up of a Great Dane with a chain collar, showcasing its regal and powerful stance outdoors.

A constant throughout history is the knowledge that where mortals go, dogs follow. This relationship between humans and dogs is a fascinating story. It’s believed that prehistoric humans formed a symbiotic link with gray wolves of mutual dependence and acceptance.

In our world, dogs are soldiers, hunters, guardians, and companions. So surely they serve those same roles in fantasy worlds, right?

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Next up on our examination of fantasy dogs are dwarves! So grab your spelunking dog harness and your shovel squeaker for Part 3 of the series!

Dwarf Dogs

Known across the Labyrinth, dwarves come in an incredible variety, all of them somewhat squat and (typically) bearded. The most common habitat for the “folk of stone” is underground in their mines and mountainous clanholds.

Dwarven dogs all descend from two primary breeding lines: the kamrat and the olhund. However, virtually every clanhold breeds their own variants of these lines, adapting their dogs to function better in their environments. Even the duergar have their own variants, although the gray dwarves maintain their lines are “pure” and unaltered from the original breed. This claim is vastly disputed across the dwarven realms.

Presented below are the kamrat and olhund and some of the more common variant abilities found among the widespread dwarves of the Labyrinth.

Kamrat, Tunnel Companions

A fiercely loyal breed, kamrats form bonds to their people quickly and love staying by the side of their chosen ones, basking in their presence.

These dogs have long bodies, short but powerful legs, a smooth-haired coat, and sharp triangular ears. Their front paws are disproportionally large, making them more suitable for digging. Most kamrats have brown, black, or gray-blue coats, stand between 9 and 12 inches tall (at the shoulder), and weigh between 15 and 30 pounds. They are bred to scent, chase, and flush out prey in tunnels and mines. They have a high prey drive, a loud bark to alert their people, and an agile body for maneuvering into tight spaces.

One enduring feature across all of the variants, is exceptional hearing. Much like a bat, a kamrat’s triangular ears can pick up minute sounds. They can emit a high-frequency, half-bark noise, or chuff, and listen to the echoes of those chuffs returning from the objects and environment around them. Effectively, this gives them a version of blindsense.    

Real World Notes: Imagine a cross between a corgi, a dachshund, and a whippet.

KAMRAT              CR 1/2

Tiny Beast

Armor Class 13 (natural armor)
Hit Points 23
Speed 30 ft.
Perception 12                         Stealth 15
Senses blindsense 40 ft.
Languages

STR  DEX  CON  INT  WIS  CHA
−1 +5 +2 −4 +2 −1

Heightened Hearing. The kamrat’s Perception is 17 when perceiving by hearing.

ACTIONS

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage.

REACTIONS

Reflexive Escape. When a creature the kamrat can see attacks it, the kamrat can move up to 5 feet. If this movement puts the kamrat out of reach of the attack, the attack misses.

Variants

These traits, bonus actions, and reactions are found on kamrat variants across the Labyrinth. When adding one of these to the kamrat stat block, remove the Reflexive Escape reaction. A kamrat can have only one of these variant abilities.

Bonus Action: Dedicated Target. The kamrat can choose one creature it can see as its dedicated target. While the kamrat can see the target, and for 3 hours afterwards, the kamrat has advantage on attacks against the target and all ability checks to track or follow the target.

Bonus Action: Frenetic. The kamrat can use a bonus action to Disengage or Hide.

Trait: Digger. The kamrat has a Burrow speed of 5 feet.


Olhund, Guardian Ale Hound

The taverns and bars of the dwarves are certainly places where the ale and whiskey flows freely, yet they are seldom scenes of brawls. Mostly this is due to the olhund.

These powerfully built canines are the favorite pets of innkeepers and taverns owners. Olhunds are massive, affectionate, and often drooly dogs who stand 30 inches at the shoulder and weigh over 100 pounds. Their fur is thick with brown, black, or red-brown brindled coloration and they have long, floppy ears and loose, wrinkled skin.

Olhunds are somewhat torpid dogs who love curling up near the fireplace or in a cozy corner of a busy tavern surrounded by people. They generally move slowly, almost ponderously given their weight, but that’s due to training more than anything else.

Beneath their fur, olhunds are bundled muscle. Highly protective, especially about the area they consider their den, this breed of dog is known for breaking up squabbles between other dogs. The dwarves have enhanced this instinct through selective breeding and use olhunds as bouncers to break up bar brawls or arguments within their establishments. The deep, rumbling growl of an olhund is usually enough to make even the drunkest dwarf back down from a brewing fight.

OLHUND                     CR 1

Medium Beast

Armor Class 14 (natural armor)
Hit Points 40
Speed 60 ft.
Perception 11                         Stealth 16
Immune frightened
Senses
Languages

STR DEX CON INT WIS CHA
+4 +2 +4 −3 +1 −2

Heightened Hearing and Smell. The olhund’s Perception is 16 when perceiving by hearing or smell.

ACTIONS

Multiattack. The olhund makes a Smashing Paw and Bite attack.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) piercing damage.

Smashing Paw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) bludgeoning damage. Creatures up to one size larger than the olhund who are hit by this attack must succeed on a DC 14 STR save or be knocked prone. The olhund can choose to knock a creature unconscious instead of killing it.

BONUS ACTIONS

Intimidating Rumble (Recharge 6). The olhund emits a deep, thrumming growl toward one creature it can see within 30 feet of it. The target must succeed on a DC 13 CHA save or be frightened of it for 1 minute. A frightened creature can repeat the save at the end of each of its turns, ending the effect on itself on a success.

Variants

These traits, bonus actions, and reactions are found on olhund variants across the Labyrinth. When adding one of these to the olhund stat block, remove either the Smashing Paw attack or the Intimidating Rumble bonus action (GM’s choice). An olhund can have only one of these variant abilities.

Trait: Den Tactics. The olhund has advantage on attacks and ability checks while within the area it considers its den. An olhund can choose, or be trained to accept, a new den by using the Creature Training downtime activity (PG2).

Trait: Grappling Charge. If the olhund moves at least 20 feet straight toward a target and then hits it with a Bite or Smashing Paw attack on the same turn, the target must succeed on a DC 14 STR save or be knocked prone and grappled (escape DC 14). The olhund can only grapple one target at a time.

Reaction: Protective Strike. When a target the olhund can see is hit by an attack from a creature within 5 feet of it, the olhund can make one Bite attack against that creature.


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