Dogmole

Dogmoles are about the size of a large dog, but much bulkier than average, with barrel shaped bodies. They have a ring of tentacles just above their mouth which they use for fine senses, running them along walls to feel the texture in incredible detail, and enhanced smell to help track what is nearby. Their vision and sight are comparatively quite poor, but they spend most of their lives in tight, underground tunnels where there is little to see or here. Mountain dwarves have tamed a large population of dogmoles, which are used as guard beasts and to detect poor water and toxic gases. Dogmoles have an innate hatred of worms, possibly due to an evolutionary rivalry with some species of predatory worm, and so will viciously and unerringly attack worms they encounter, including massive cave worms that they have no hope of even harming.

Derro sometimes steal dogmoles from dwarven settlements, and then practice brutal, corrupting magic upon them to produce juggernauts. Twisted by the strange magic, they grow much larger and more vicious, fighting on through apparently fatal wounds to rampage through whatever target’s they’re pointed at. Even the derro can barely control a juggernaut, conditioning them into not attacking (most) derro and magically dominating them when that fails.

Inspired by the Tome of Beasts 1. This post came out a week ago on my Patreon. If you want to get access to all my monster conversions early, as well as access to my premade adventures and other material I’m working on, consider backing me there!

Pathfinder 2e

A Pathfinder 2e stat block for the dogmole. The text is available below this picture.

Dogmole Creature 1
Medium, Animal
Perception +8; low-light vision, scent (imprecise) 30 feet
Skills Athletics +7
Str +2, Dex +3, Con +2, Int -4, Wis +1, Cha +0
AC 16; Fort +7, Ref +8, Will +6
HP 20
Speed 25 feet, burrow 10 feet, swim 10 feet
Melee jaws +7, Damage 1d6+4 piercing
Melee claw +7 (agile), Damage 1d4+2 slashing
Tunneler The dogmole can leave a tunnel behind itself when it burrows.

A Pathfinder 2e stat block for the dogmole juggernaut. the text is available below this picture.

Dogmole Juggernaut Creature 5
Large, Beast
Perception +11; low-light vision, scent (imprecise) 30 feet
Skills Athletics +14, Survival +11
Str +5, Dex +2, Con +5, Int -4, Wis +0, Cha -4
Items heavy barding
AC 22; Fort +14, Ref +11, Will +9; +2 circumstance vs. Shove and Trip
HP 82
Ferocity [reaction]
Speed 25 feet, burrow 10 feet, swim 10 feet
Melee jaws +14, Damage 2d8+7 piercing
Melee claw +14 (agile), Damage 2d6+7 slashing
Tunneler The dogmole can leave a tunnel behind itself when it burrows.

13th Age

A 13th Age stat block for the dogmole. The text is available below this picture.

Dogmole
1st level troop [beast]
Initiative: +3
Maul +6 vs. AC – 5 damage.
Burrower and Swimmer: The dogmole can burrow and swim, slowly.
Wormkiller Rage: The dogmole always attempts to attack any worm that it can detect, and it gains a +2 bonus to attacks and damage and a -2 penalty to all defenses as long as it continues to detect the worm.
AC 16 PD 14 MD 11 HP 32

A 13th Age stat block for the dogmole juggernaut. The text is available below this picture.

Dogmole Juggernaut
Large 3rd level wrecker [beast]
Initiative: +4
Vicious Maul +8 vs. AC (2 attacks) – 13 damage.
Natural 14+: The target pops free from the dogmole.
Burrower and Swimmer: The dogmole can burrow and swim, slowly.
Unyielding Ferocity: The first time the dogmole is reduced to 0 hp during a battle, it remains at 1 hp and instead is dazed (hard save ends, 16+). The second time, it once again remains at 1 hp and is instead weakened (hard save ends, 16+). The third time it’s reduced to 0 hp it dies.
Wormkiller Rage: The dogmole always attempts to attack any worm that it can detect, and it gains a +2 bonus to attacks, a +5 bonus to damage and a -2 penalty to all defenses as long as it continues to detect the worm.
AC 18 PD 17 MD 11 HP 104

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