Dokh nuzegh (DOKE nu CHAY) roughly translates to “no magic dog” in Goblin. Certainly, the “no magic” part is accurate. Dokh nuzeghs have an innate hatred of magic. They hate magic so much, in fact, that they will run at top speeds for a mile or longer to find and kill a magic-user. The “dog” part, however, is far from accurate. If anything, dokh nuzeghs have more in common with dinosaurs than they do canines. The creatures lack eyes. Instead, they rely on echolocation to find their prey. Dokh nuzegh “hoots” can be heard all over the western Sabalona.
It is the presence of these creatures that keep the goblinoids of Gar Warbrizz safe from spellcasters. Originally, the dokh nuzegh were underground creatures. The Garrish pulled the dokh nuzeghs from their caverns and bred them as watchdogs, pets, steeds, work animals, and even livestock. Prolific to a fault, the creatures now overrun Gar Wabrizz’s forests and have destroyed most of the goblin nation’s wildlife. Fortunately for the goblinoids’ neighbors, the dokh nuzegh won’t travel beyond the Troubled Run to the east or pass through Olyothyrian Sabalona.
Large numbers of wild dokh nuzegh infest the caverns below the Basilisk’s Spine, particularly in the ruins of Von Doral and the Wounded Pass. Not even the goblins dare travel through those regions.
Medium monstrosity, chaotic evil
Armor Class 15 (natural armor)
Hit Points 45 (6d8 + 18)
Speed 50 ft., burrow 20 ft.
Abilities Str 16 (+3), Dex 13 (+1), Con 16 (+3), Int 2 (-4), Wis 12 (+1), Cha 6 (-2)
Skills Perception +5
Damage Vulnerabilities thunder
Senses blindsight 60 ft. (blind beyond this radius), passive Perception 15
Challenge 2 (450 XP)
Echolocation. The dokh nuzegh can’t use its blindsight while deafened.
Keen Hearing. The dokh nuzegh has advantage on Wisdom (Perception) checks that rely on hearing.
Magic Resistance. The dokh nuzegh has advantage on saving throws against spells and magical effects.
Pounce. If the dokh nuzegh moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, the target must succeed on a DC 13 Strength saving throw or be knocked prone. if the target is prone, the dokh nuzegh can make one bite attack against it as a bonus action.
Sense Magic. The dokh nuzegh senses magic within 1 mile of it at will. This trait otherwise works like the detect magic spell but isn’t itself magical.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. And if the target is a creature, it must make a DC 13 Constitution saving throw. On a failed saving throw, the target takes 7 (2d6) poison damage and is poisoned for 1 hour. On a successful saving throw, the target takes half as much poison damage and isn’t poisoned.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
Magic Frenzy. When a creature within 20 feet of the dokh nuzegh casts a spell, the dokh nuzegh can move up to half its movement speed towards the creature. The dokh nuzegh can then make one melee weapon attack against the spellcaster if it is able.
Want the PDF plus 190 more?
Become a DMDave patron at the copper tier or higher and you’ll get this PDF plus 130+ more with a new one every day. Plus, all patrons get access to the ongoing adventure series, Hand of the Eight, with new chapters added every week.
[su_button url=”https://www.patreon.com/join/dmdave” target=”blank” background=”#6672CB” size=”7″ center=”yes”]Get the PDF, now[/su_button]
Art by Shutterstock