Blink Dog

Blink Dog

Medium fey
Challenge

STR
1
DEX
4
CON
2
INT
0
WIS
3
CHA
1

58
9d8+18
16
Fort
+2
Ref
+3
Will
+3
Damage resistances bludgeoning, piercing, and slashing from attacks that aren’t cold iron

Speed 8 m.
Skills Arcana (wis) +4 (15), Insight +4 (15), Perception +4 (15), Stealth +5 (16)
Senses darkvision 10 m.
Languages Blink Dog, understands Sylvan but can’t speak it

Keen Hearing and Smell. The blink dog has advantage on Perception checks that rely on hearing or smell.

Maneuvers. The blink dog uses maneuvers (maneuver save Difficulty 14). It has 6 stamina dice which are d8s, a dice limit of 1, regains all expended stamina dice when it finishes a long rest, and regains half its total stamina dice when it finishes a short rest. It knows the following maneuvers:

1 stamina die: grapple, spring attack, trip

Pack Tactics. The blink dog has advantage on attacks made against a creature if at least one of the blink dog’s allies is within 1 meter of the creature and the ally isn’t incapacitated.

Running Leap. With a running start, the blink dog has advantage to jump.

Spellcasting. The blink dog uses Arcana (wis) to cast spells (spell save Difficulty 13, +4 to hit with spell attacks). It can cast the following spells:

5/rest: teleport

Actions (3)

Bite (2/turn). Melee Weapon Attack: +2 to hit. Hit: 5 (1d8 + 1) piercing damage.

Feywild, Forestsrd

Maneuvers

As an action, make a melee weapon attack and a Brawn check to grapple the creature.

Enhance

You can add the stamina die to the attack’s damage (add half on a miss by 4 or less) for each additional stamina die expended.

As an action, you can use the Dash action. If you move at least 3 meters straight toward a creature, you can make a melee weapon attack against it.

On a hit, add the stamina die to the attack’s damage.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, make a melee weapon attack and a Brawn check to Trip.

Enhance

You can add the stamina die to the attack’s damage (add half on a miss by 4 or less) for each additional stamina die expended.

Spells

As an action, you teleport up to 20 meters to an unoccupied space that you can see.

You can bring along objects you are touching that aren’t worn or carried by another creature as long as their weight doesn’t exceed what you can carry.

If you teleport 5 meters or less, make a weapon attack.

On a hit, add 1d8 + your spellcasting ability to the attack’s damage roll.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can teleport an additional 100 meters for each additional mana expended.

  • You can increase the damage by 3d8 for each additional mana expended.

  • Joint Teleport. You can bring two additional willing creatures you touch with you for each additional mana expended. The creatures must be within one size category of you, must not be encumbered, and must be within 1 meter of you when you cast this spell.

  • There and Back Again. You can expend 1 additional mana at the end of your turn to teleport back to the spot you occupied before teleporting, unless it is now occupied or on a different plane of existence.

  • Dimension Door. You can expend 1 additional mana to teleport up to 100 meters to a place you can see, a place you can visualize, or a place you can describe by stating distance and direction, such as “20 meters straight downward” or “upward to the northwest at a 45° angle, 100 meters.” If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the spell fails to teleport you.

  • Continuous Teleport. You can expend 2 additional mana to change the duration to 1 minute/mana and on each of your turns before the spell ends, you can use an action to teleport in this way again.