AC 14 (natural armor)
HP 51 (6d10 + 18; bloodied 25)
Speed 30 ft.
Proficiency +2; Maneuver DC 13
Senses darkvision 60 ft., passive Perception 11
Languages Common
Pack Tactics. The canicore has advantage on attack rolls against a creature if at least one of its allies is within 5 feet of the creature and not incapacitated .
Gliding 30ft. Gliding allows the canicore to move horizontally 1 foot for every 1 foot it descends, falling if it moves less than 5 feet each turn.
Poison Stinger. A creature that takes damage from the canicore’s tail must succeed on a DC 13 Constitution saving throw or become poisoned . It can repeat the saving throw at the end of each of its turns, ending the effect on a success.
ACTIONS
Multiattack. The canicore attacks with its bite and its claws.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage. If the canicore moves at least 20 feet straight towards the target before the attack, the target makes a DC 13 Strength saving throw , falling prone on a failure.
Tail. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 7 (1d8 + 3) piercing damage.
REACTIONS
Tail Whip. If a creature the canicore can see hits it with a melee attack, the canicore attacks the attacker with its tail.
Canicores are the descendants of a long-ago magical experiment. Looking for amenable guardians, Mount Jino’s erstwhile wizard fused wyverns and large dogs. Just as talkative and far more willing to serve than manticores, they chatter constantly amongst themselves and seek out suitably powerful masters. Their bodies resemble an oversized greyhound with a long tail ending in a large stinger, and they are often found in small packs of three or four. They have small, elongated faces resembling a pixie’s and a thin membrane stretches between their limbs.