Discworld Unearthed Arcana for 5th Edition DnD Ideas taken from Terry Pratchett's Discworld series by 3A

Discworld Races In a distant and secondhand set of dimensions, in an astral plane that was never meant to fly, the curling star-mists waver and part... See... Great A'Tuin the turtle comes, swimming slowly through the interstellar gulf, hydrogen frost on his ponderous limbs, his huge and ancient shell pocked with meteor craters. Through sea-sized eyes that are crusted with rheum and asteroid dust He stares fixedly at the Destination. --Terry Pratchett, The Color of Magic The following races are designed to be used with DnD 5e games that have a Discworld theme. Golem Dorfl stood stock-still, holding his cleaver and looking down at the ground. "Is it a troll made to look like a human?" whispered Cheery. "Look at those eyes!" "It's not a troll," said Angua. "It's a golem. A man of clay. It's a machine." "It looks like a human!" "That's because it's a machine made for looking like a human." --Terry Pratchett, Feet of Clay Robots Older than Civilization Golems are created by infusing a clay sculpture of a man with magic words in their head, called a chem. They obey the chem unfailingly. Most chems make the golem unfailingly follow orders given by their masters. They will continue to follow the order, without protest, payment, or rest, until they are told to stop or are physically unable to. There are tales of a golem tasked with delivering a message to an extinct civilization waiting until the cycle of time restarts in order to deliver it. Golems are made without mouths and are mute, using a tablet to communicate. Some golems have had their chems replaced with a receipt for their ownership. This gives the golem free will. They gain the ability to talk in this form, and they often start asking for a salary. Golems and Modern society Normal golems are a commodity, and are bought and sold for high prices. They often work out of sight in dangerous, dirty, or physically demanding jobs. Enlightened golems work in more public jobs, often for high pay since they can work without sleeping. Most people tolerate their presence, but some faithful see their presence as an abomination since they view that only their gods can create life. Golem Names Golems are named after the jobs they take or the name given to them long ago by their masters. Free golems can choose either to keep their name or to take new ones. Golem names: Dorfl, Meshugah, Anghammarad, Mr. Pump, Gladys, Nudnik, Kvetch, Mensch, Bobkes, Dybbuk, Shtetl, Schmear Golem Traits Golems share certain racial traits as a result of their construction. Ability Score Increase. Your Strength score increases by 2 and your Constitution score increases by 1. Age. You are ageless. You can be anywhere from 1 year old to 60,000. Alignment. As golems are made from rules, you have a strong inclination towards the Lawful alignment. You are typically neutral or good. Size. Golems are 5-7 feet tall and weigh between 350 and 600 pounds. Your size is Medium. Speed. Your base walking speed is 30 feet. Living Construct. Even though you were constructed, you are a living creature. You are immune to disease, being poisoned, and poison damage. You do not need to eat or breathe, but you can ingest food and drink if you wish. Instead of sleeping, you can enter an inactive state for 4 hours each day. You do not dream in this state; you are fully aware of your surroundings and notice approaching enemies and other events as normal. Indefatigable. You are immune to exhaustion and do not need to sleep. You do not regain hit points, spell slots, or any other features regained on a Long Rest unless you enter an inactive state. You take 1d4 bldugeoning damage for every 30 days you spend without taking a Long Rest. Languages. You can read and write Common and Primordial. If you have a mouth you can speak these languages too. Variant Golem Trait Golems are adept at dealing with heat and cold, but not both at once. If you wish, you may take this into account with the following trait. Brick body. You gain resistance to cold and fire damage. If you take both cold and fire damage within a minute, you take bludgeoning damage equal to double the damage prevented by the resistances.

Igor Igor lurched through the castle corridors, dragging one foot after the other in the approved fashion. He was Igor, son of Igor, nephew of several Igors, brother of Igors and cousin of more Igors than he could remember without checking up in his diary. Igors did not change a winning formula. And, as a clan, Igors liked working for vampires. They kept regular hours, were generally polite to their servants, and, an important extra, didn't require much work in the bed-making and cookery department, and tended to have cool, roomy cellars where and Igor could pursue his true calling. This more than made up for those occasions when you had to sweep up their ashes. --Terry Pratchett, Fifth Elephant. Perfect Henchmen Members of the Igor clan are the ideal assistant for any evil mad scientist, vampire, werewolf, or other nefarious character. They are expert surgeons who can bring corpses back from the dead. They are highly capable, if morally challenged, scientists. They are eerily competent manservants to boot. Igors are loyal to their masters until their master is about to get lynched by a pitchfork mob, whereupon they mysteriously have already packed up their belongings and left the castle by the backdoor. The Code of Igors The Igor clan has a code of conduct for its members. A good igor lisps and limps as much as possible, even though few igors have an actual impediment. Igors have the uncanny ability to immediately appear behind their employer or a door when called. Igors keep their employers' matters highly discreet. Igors also keep spare body parts for use in surgery. They perform this surgery on themselves, augumenting their bodies frequently. They leave stitches in as a badge of office. Female Igors, Igorinas, are rare but beautiful, using their surgical skills to perform cosmetic surgery on themselves. We-R-Igors Igors can be found traveling between rural towns and found in large cities. The ones in cities typically find jobs with healers. The ones in the countryside travel around and perform surgery for free. They ask each person they heal to allow them to take their organs when they die. If the person changes their mind on their deathbed, the Igor will merely leave, and never return to the town. Igors are therefore treated with a mixture of fear and respect for their abilities. Igor names Igors follow a particular naming convention. Male Igor Names: Igor Female Igor Names: Igorina Igor Traits Igors share certain racial traits as "variant" humans. Ability Score Increase. Your Intelligence score increases by 1 and two other ability scores of your choice increase by 1. Age. Igors have the lifespan of humans. They reach adulthood in their late teens and live less then a century. Alignment. Igors tend to be either true neutral. Size. Igors are between 5 and 6 feet tall and weigh between 130 and 220 pounds. Your size is medium. Speed. Your base walking speed is 30 feet. Self-Surgery. You use your leisure time to perform surgery on yourself. During a long rest, you can increase any ability score by 1 and decrease any other ability score by 1. You may not increase any ability score above 15 or lower any ability score below 8. Weird Science. You gain proficieny in the Medicine and Arcana skills. Beck and Call. You may designate one ally as your master. That ally gains the ability to, as an action, summon you by calling your name. You must be unobserved by any humanoid when your name is called and you must teleport to an unobserved location within 30 feet of your master. If no suitable locations exist then you teleport directly behind your master, on the same square. You then must spend an action to say "Yeth Mather?" Surgical Dabbler. You can cast cure wounds as a first-level ritual once. You can’t do so again until you finish a Long Rest. Intelligence is your spellcasting ability for it. Languages. You can speak, read, and write Common and one other language of your choice. Credit: Paul Kidby

Troll To understand why dwarfs and trolls don't like each other you have to go back a long way. They get along like Chalk and cheese. Very like chalk and cheese, really. One is organic, the other isn't, and also smells a bit cheesy. Dwarfs make a living by smashing up rocks with valuable minerals in them and the silicon-based lifeform known as trolls are, basically, rocks with valuable minerals in them. In the wild they also spend most of the daylight hours dormant, and that's not a situation a rock containing valuable minerals needs to be in when there are dwarfs around. And dwarfs hate trolls because, after you've just found an interesting seam of valuable minerals, you don't like rocks that suddenly stand up and tear your arm off because you've just stuck a pick-axe in their ear. --Terry Pratchett, Men at Arms Living Rocks Trolls are giant sentient creatures entirely made of minerals and metamorphical. Their skin resembles the primary rock formations of their birthplace. This can range from igneous rock or gemstones for mountain trolls or brick and cobblestone for city trolls. They "ooze" instead of bleeding. Troll teeth are solid diamond. Very rarely, a troll will be born that is made from solid diamond. He or she naturally becomes the king of trolls according to trollish condition. Trollish Relationships Trolls are native to mountain climates. They frequently migrate to cities and seek out jobs that require a lot of muscle but not much brains. Humans are wary around trolls due to the sheer destructive power of an angry troll, but most tolerate them. Trolls tend to group with themselves in cities due to differing biological requirements. Trolls have a natural enemity towards dwarfs, due to natural competition. They also hate billy-goats. Troll Names Trolls are typically named after rocks or minerals. They rarely have last names. Females are often named after gemstones. Some trolls occasionally have a distinctly biological name like "Meat", just like humans can have names like "Rocky". Male Troll Names: Detritus, Mica, Clay, Chrysoprase, Carborundrum, Brick, Big Jim Beef, Bluejohn, Flint Female Troll Names: Ruby, Amber, Jade, Beryl, Sapphire, Emerald, Aquamarine, Topaz, Amethyst Troll Traits Trolls share certain racial traits as a result of their unique morphology. Ability Score Increase. Your Strength score increases by 1 and your Constitution score increases by 2. Age. Trolls mature in 100 years and do not die of natural causes. When they get over 600 years old, however, they retreat to the mountains, gradually slowing all mental and physical activity until they lose sentience and become just a rock. Alignment. It's hard to tell a 1000 pound troll what to do. Trolls tend towards a chaotic alignment. Size. Trolls are between 8 and 9 feet tall and weigh between 300 and 500 pounds. Your size is Medium. Speed. Your base walking speed is 30 feet. Silicon Metabolism. You are immune to the petrified condition. You are immune to disease, getting poisoned, and poison damage from biological sources. If you take acid damage then you have to make a DC 15 Constitution saving throw to avoid getting poisoned. Weapon Proficiency. You have proficiency in clubs and greatclubs. Stone Culture. Whever you make a Wisdom (Survival) check related to the nature of a rock, you are considered proficient in the Survival skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus. Stone Camouflage. You have advantage on Dexterity (Stealth) checks made to hide in rocky terrain. Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. Language. You can speak, read, and write Troll and Common. Variant Troll Trait Trolls are unusually sensitive to temperature. If you wish, you may take this into account with the following trait. Silicon Brain. Your brain functions better in cold climates. In cold areas, your Intelligence score increases by 4 and your Initiative modifier increases by 1. In Extreme Cold, your Intelligence score increases by 8 and your Initiative modifier increases by 2. You still suffer exhaustion from the cold. In direct sunlight and warm climates, your Intelligence score decreases by 4 and your Initiative modifier decreases by 1. In Extreme Heat, your Intelligence score decreases by 8 and your Initiative modifier decreases by 2. If your Intelligence score is reduced to 0 in this way, then you become unconscious until you are cooled down.

Vampire "Being killed's nothing to a vampire," said Nanny. "They always find a way of coming back. Everyone knows that, who knows anything about vampires. If they're not too hard to kill and it's all a bit of an adventure for people, well, like as not they'll just stake him or chuck him in the river and go home. Then he has a nice restful decade or so, bein' dead, and comes back from the grave and away he goes again. That way he never gets totally wiped out and the lads of the village get some healthy exercise." --Terry Pratchett, Carpe Jugulum Old Evil Vampires are a well-known legend in many locales. They terrorize a village for a while, suck a maiden dry, and inevitably get killed by a local heroic man from the local town. Many rumors exist about their supposed weaknesses. Some are abjured by garlic, others by running water. Vampires can be killed by silver, sunlight, holy water, holy symbols, a stake through their heart, or just killing them until they're dead. Killing the vampire is the easy part. Vampires have a tendency to come back from the dead. If blood is spilled on their ashes, they will resurrect within a few minutes. Vampires and Society Humans are often wary of vampires in general. Vampires that still abide by their bloodsucking ways are shunned from cities or hunted down. Vampires that have channeled their passions into more benign pursuits are conditionally allowed to live in cities. Reports of bloodless corpses will cause the local undead community to come under threat, so local vampires will ruthlessly enforce temperance. The new vampires have learned to shun superstitions of the old ways. These vampires that shun their bloodlust substitute it with another obsession. This can range from hobbies like painting or sports, items like coffee, or concepts like power. Woe to any vampire that cannot satiate this new obsession. Vampire Names Vampires will often have names hailing from their heritage in the backwoods mountains. They often have titles of minor nobility. Others choose to be more "modern" and adopt local human names. Male Vampire Names: Vlad, Maledict, Otto, Fenrir, Schwarzlache, Bela, Magyrato, Arthur, John Female Vampire Names: Lacrimosa, Camilla, Margolotta, Maladicta, Sally, Pamela, Doreen Vampire Family Names: De Magpyr, Von Chriek, Von Morecombe, Von Smith, Winkings, Voluso Vampire Traits Vampires share certain characteristics as ancient undead. Ability Score Increase. Your Strength, Dexterity, and Charisma scores increase by 1. Age. Vampires mature in 300 years. Vampires cease aging at 900 years and do not die of natural causes. Alignment. Most vampires are lawful. Vampires that drink blood are evil, whereas vampires that observe temperance can be neutral or good. Size. Vampires are between 5 and 6 feet tall and are skinny, weighing between 120 and 180 pounds. Your size is Medium. Speed. Your base walking speed is 30 feet. Undeath. If your ashes or corpse touch animal or humanoid blood, you are resurrected in 3d4 minutes. Vampiric Charm. You gain proficiency in the Persuasion and Intimidation skills. Languages. You can speak, read, and write Common and two other languages of your choice. Variant Vampire Traits Vampires are craven for their desires. Those that forsake their bloodlust focus their passion on another subject. If you wish, take one of the following traits. Bloodsucker. You drink blood and seek out prey. You gain the following traits. Alignment. You are evil.

You are evil. Ability Score Increase. Your Charisma and Strength scores increase by 1.

Your Charisma and Strength scores increase by 1. Harmed by Running Water. You take 20 acid damage if you end your turn in running water.

You take 20 acid damage if you end your turn in running water. Forbiddance. The you can't enter a residence without an invitation from one of the occupants.

The you can't enter a residence without an invitation from one of the occupants. Stake to the Heart. If a piercing weapon made of wood is driven into your heart while you are dead, you cannot resurrect until the stake is removed.

If a piercing weapon made of wood is driven into your heart while you are dead, you cannot resurrect until the stake is removed. Sunlight Hypersensitivity. You take 20 radiant damage when you start your turn in sunlight. While in sunlight, you have disadvantage on Attack rolls and Ability Checks.

You take 20 radiant damage when you start your turn in sunlight. While in sunlight, you have disadvantage on Attack rolls and Ability Checks. Fear of Holy. You automatically fail saving throws against Turn the Undead and Holy Water.

You automatically fail saving throws against Turn the Undead and Holy Water. Garlic Abjuration. You automatically fail attack rolls against creatures that are holding garlic. Teetotaler. You forsake the blood of humans. You gain the following traits. Alignment. You are neutral or good.

You are neutral or good. Ability Score Increase. Your Constitution score increases by 1.

Your Constitution score increases by 1. Turning Immunity. You are no longer unholy. You are immune to effects that turn undead.

You are no longer unholy. You are immune to effects that turn undead. Obsession. Choose a mental focus. You satiate your bloodlust by using the mental focus. If you are unable to access or perform this desire during a 24-hour period, you become feverish and delusional. Your Wisdom and Intelligence score drop to 5, and you cast a major image centered on yourse lf that affects allies.If you go 3 days without your focus, you must make a DC 15 wisdom save every hour or attack the nearest human, drink their blood, and switch to the Bloodsucker trait.

Werewolf It was always hard to remember, afterwards, how the world looked when she was dans une certaine condition, as her mother had delicately called it. For example, she remembered seeing smells. The actual streets and buildings...they were there, of course, but only as a drab monochorome background against which the sounds and, yes, the smells seared like brilliant lines of...colored fire and clouds of...well, of colored smoke. That was the point. That was where it all broke down. There were no proper words afterwards for what she heard and smelled. If you could see an eighth distinct color just for a while, and then describe it back in the seven-colored world, it'd have to be..."something like a sort of greenish-purple." Experience did not cross over well between species. Sometimes, although not very often, Angua though she was very lucky to see both worlds. And there was always twenty minutes after a Change when all the senses were heightened, so that the world glowed in every sensory spectrum like a rainbow. It was nearly worth it for just that. --Terry Pratchett, Men at Arms Lunar Monstrosities Hailing from dark forests, true werewolves rule their domain in both human and beast form. They switch between forms at will, except at the full moon, where they are bound to their wolf form. Some children of werewolves do not have the ability to morph so they remain a human or wolf for life. They are quickly shunned from werewolf communities. Werewolves have supernatural durability and are hard to kill. They have weaknesses to silver, fire, and baths. City Dogs Some werewolves migrate to cities where they try to find acceptance. They are frequently mistaken for large wolfhounds since wolves don't live in cities. In their human form, they are nigh undetectable as being a werewolf, unless someone keeps good track of their monthly habits. Many are still fearful of wolves who don't keep their taste for human flesh in check by eating chickens. Werewolves that choose to obey the law can often find employment from guardsmen, who can always use a person skilled with tracking down criminals. Werewolf Names Werewolves follow traditional human naming conventions of their homeland. Werewolf Traits Werewolves share certain characteristics as beastmen. Ability Score Increase. Your Dexterity and Wisdom scores increase by 1. Age. Werewolves have the lifespan of humans. They reach adulthood in their late teens and live less then a century. Alignment. Werewolves have a chaotic bent. Werewolves who hunt humans are evil, others can have any alignment. Size. Werewolves are between 5 and 6 feet tall and weigh between 130 and 220 pounds. Your size is medium. Speed. Your base walking speed is 30 feet. Beast heritage. You gain proficiency in the Perception and Nature skills. Inhuman durability. When reduced to 0 HP, you stabilize immediately. Werewolf. You can polymorph yourself into a wolf at will, as if you used the polymorph spell on yourself. You share HP with your human form and drop all gear when polymorphing. You can transform as long as you want, but each hour after the first hour temporarily reduces your Intelligence score by 1, down to a minimum of 3. Upon transforming back, your Intelligence score increases by 1 every minute until your normal intelligence is restored. You cannot polymorph when you are touching or wearing silver. You must polymorph and remain a wolf during the week of the full moon. Vulnerability. You are vulnerable to fire damage and damage from silvered weapons. Being damaged by fire or silvered weapons while unconscious instantly kills you. Languages. You can speak, read, and write Common and one other language of your choice. Variant Werewolf Trait Some werewolves have their unique traits work...differently. If you wish, take the following trait. Reverse Cycle You polymorph and remain a wolf for most of the month. You can polymorph into a human during the week of a full moon. Credit: Paul Kidby Credit: Paul Kidby

Zombie "Yeah, it's always the same," said Reg Shoe bitterly. "Once you're dead, people just don't want to know, right? They act as if you've got some horrible disease. Dying can happen to anyone, right?" "Everyone, I should have thought," said Windle. "Er, I--" "Yeah, I know what it's like. Tell someone you're dead and they look like they've seen a ghost," Mr. Shoe went on. --Terry Pratchett, Reaper Man Inhuman Determination Some people just can't give up the ghost. Some zombies are formed by necromancy. Others form from humans who have ironclad will to fulfill their purpose in life -- and beyond life. They return to the world of the living dead yet still sentient and intelligent. Many zombies can still walk, talk, and perceive the world around them. Zombies gain complete control over their bodily functions. This often manifests itself as unnatural strength and acuity. The body itself is dead. Cellular processes no longer take place, and blood no longer flows. When a zombie is "injured", it merely loses the function of the body part until it is reattached. Zombies and Humanity Many people are wary and uneasy around a walking corpse. Most zombies brought back to life by sheer bloody willpower are not violent towards humans like those brought back by necromancy, though, so open-minded humans will tend to let zombies unlive in peace. Zombies tend to live in cities that are large and open enough for them not to be targets. Zombie Names Zombies are generally of human origin. Some element of the human spirit lends itself to the rare manifestation of life after death. The zombie retains the name that they had as a mortal. Zombie Traits Zombies share certain racial traits as a result of their undeath. Ability Score Increase. Your Strength score increases by 2 and your Wisdom score increases by 1. Age. You are already dead and do not die again unless your purpose is fulfilled. Alignment. You retain the alignment you had in life. Size. You retain the size and weight you had in life. Speed. Your base walking speed is 30 feet. Lived Through It. You gain proficiency in the History skill. Turning Immunity. You were not created by unholy forces. You are immune to effects that turn undead. Walking Corpse. You are immune to disease. You do not need to eat or breathe, but you can ingest food and drink if you wish. Not Yet Dead. When you are reduced to 0 hit points from a damage type other than fire but not killed outright, you become paralyzed instead of unconscious, and you can speak while in this state. Combustibility. You are vulnerable to fire damage. Languages. You can speak, read, and write all languages you knew in life. This tends to be Common and one other language. Variant Zombie Traits Zombies respond to Trauma differently from most creatures. If you wish, you may take this into account with the following traits. Body Parts. Whenever you take at least 15 slashing damage at one time, roll a d20 to determine what else happens to you: 1-10: Nothing else happens. 11-14: One leg is severed from your body if you have any legs left. 15- 18: One arm is severed from your body if you have any arms left. 19-20: You are decapitated, but you only die if you take fire damage. If you die, so does your severed head. Your speed is halved if you're missing a leg. If you lose both legs, you fall prone. If you have both arms, you can crawl. With only one arm, you can still crawl, but your speed is halved. With no arms or legs, your speed is 0, and you can't benefit from bonuses to speed. If your head is severed, your body is Blinded unless your head can see it. The severed head has a speed of 0 feet. You regenerate to full health when you take a short rest. You use this time to reattach any severed body part. DETERMINATION. When you die as another race, roll a d100. If you roll a number less than or equal to your wisdom modifier, you are reborn as a zombie after 1d4 days. You lose the racial traits of your previous class and gain the traits of the zombie race. You are unable to be restored to your previous form in any way short of a Wish spell. Credit: Paul Kidby Credit: Paul Kidby

Feats Insulated Prerequisite: Golem You are made of a material that does not conduct electricity. Gain the following benefits: You gain resistance to lightning damage.

At 12th level, you gain immunity to lightning damage. Golem Song Prerequisite: Golem You can sing the wordless song that all golems can hear. Gain the following benefits: Increase your Wisdom score by 1, up to a maximum of 20.

As an action, you can cast the Message cantrip on any golem anywhere. You can target as many golems as you want, even ones you don't know personally. If the target is 10 or more miles away, you must succeed on a DC 5 Wisdom saving throw. The DC increases by 1 for every 10 additional miles. Surgery Expert Prerequisites: Igor, Intelligence 13 or higher You have trained long in the art of cutting people up. Gain the following benefit. You gain surgery points equal to a third of your level, rounded down. You can cast Cure Wounds, Lesser Restoration, Greater Restoration, Heal, Raise Dead, and Revivify as a ritual and spend surgery points equal to the spell's level. You regain all expended surgery points on a Long Rest. Intelligence is your spellcasting ability for the spells. Mechanical Genius Prerequisites: Igor You spend your spare time learning the mysteries of the natural world. Gain the following benefits. You have advantage on Wisdom (Medicine) and Intelligence (Arcana) checks.

You can attune to an extra magical item. Big Troll Prerequisite: Troll You are bigger than the average troll. Gain the following benefits: Your Reach increases by 5 ft.

At Level 8, you permanently grow to be large. The effects of Powerful Build and the base power of this feat do not stack with the size increase.

At Level 16, the effects of Powerful Build apply again. Rock Hide Prerequisites: Troll, Constitution 13 or higher Your skin grows tough and hardens over time. Gain the following benefits: Your crust hardens: You gain a +1 bonus to AC while you aren't wearing armor. This bonus increases to +2 at the 12th level and +3 at the 20th level.

You gain the ability to temporarily toughen your skin further. At the 8th level, as an action you can temporarily reduce all piercing, bludgeoning, and slashing damage taken from nonmagical weapons by 3 for an hour. At the 16th level this changes into resistance from piercing, bludgeoning, and slashing damage. Once you use this ability, you can't use it again until you take a long rest. Bat Polymorph Prerequisite: Vampire You have mastered the art of transforming into a creature of the night. Gain the following benefits: You can polymorph into a bat if male or a cloud of bats if female, obeying the rules of Druid's Wild Shape, for a max duration of 1 hour. If you transform into a bat your gear merges with you and if you transform into a cloud of bats your gear falls off. Hover Prerequisite: Vampire You can float in the air. Gain the following benefits: You can cast Levitate on yourself once, without expending a spell slot or material components. You can’t do so again until you finish a Long Rest.

At 8th level, you can cast it twice between Long Rests.

At 12th level, you can cast it at will. Super Senses Prerequisite: Werewolf Your senses are especially keen for a werewolf. Gain the following benefits: Wisdom (Perception) checks made in your wolf form that have advantage are increased by your proficiency bonus. Friendly Prerequisite: Werewolf You are friend to human and canine alike. Gain the following benefits: Increase your Charisma score by 1, up to a maximum of 20.

You gain the effects of Speak with Animals while in wolf form, provided the target is a canine.