Medium Fey, Lawful Neutral
Armor Class 16
Hit Points 32 (5d8 + 2)
Speed 40 ft.
STR
14 (+2)
DEX
17 (+3)
CON
10 (+0)
INT
12 (+1)
WIS
16 (+3)
CHA
11 (+0)
Skills Insight +3, Perception +5, Stealth +5
Senses Unknown Time Dogs seem to have an innate ability to identify spellcasters on sight (or perhaps smell), Passive Perception 15
Languages All (Each Time Dog will have encountered a different set of random characters in their travels. DM discretion, but they should be able to understand an additional 5 to 8 languages.), Blink Dog, Common (Time Dogs can understand Common, and adult dogs may be able to comprehendably bark out a handful of words in Common, or another language they know.) Time Dogs communicate between themselves by complicated combinations of barks and growls, and they have a detailed knowledge of the layout of the surrounding timestream. Adventurers have taught these creatures to understand many languages, though they may feign ignorance so as to not have to deal too closely with strangers. A few of the friendlier ones can even bark out a close approximation of a dozen or so words.
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

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

Nonlinear Being. Being natives of the Demiplane of Time, they are non-linear beings.  As such, they are immune to any linear time-related effects (eg. Haste, Slow, etc), have Advantage to save against Chronomancy spells (unless otherwise stated), and cannot be the originating cause of a temporal paradox.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 8 (2d8) piercing damage.

Temporal Frenzy (Bonus Action). Only a very hungry pack, or that feels threatened, will attack adventurers. This deference to humanoids is a curiosity, but whatever the reason, it is not cowardice since these dogs are slightly more fierce than their ancestors. They have an ability to create a haste-like effect within their own minds, allowing them to experience combat as though in slow motion, allowing them to utilize every moment and movement to its fullest potential, wasting no time in between actions.  This gives them one extra attack for that round, as well as a +1 bonus to AC and Initiative, and their targets have Disadvantage against being surprised by the Time Dog. This power can be used once each round, and lasts until the beginning of the Time Dog's next turn.  This ability can only be used while the Time Dog is on the Demiplane of Time.

Reactions

Time Slip. The Time Dog is able to emerge from the Demiplane of Time into Reality, or return back to it again at will.  If a pack of Time Dogs loses one-third of its number or fails to bring down any enemies within 5 rounds, the dogs slip away. A solitary dog never attacks people – unless it is defending something – preferring to slip away if it feels at all threatened.  While outside of the Demiplane of Time, they function as if 2 Hit Dice lower, and they lose their ability to Temporal Frenzy, so they almost exclusively do this to escape a threatening situation.

Description

Time Dogs are a highly evolved form of Blink Dog that make their home on the Demiplane of Time. It is impossible to tell whether the temporal abilities of these dogs are a difference engineered or bred by some ancient Chronomancer, or if the progression from Blink Dog to Time Dog was a case of natural evolution, but these canines do have a pleasant attitude toward wizards, for some unknown reason.

Time Dogs distinctly resemble their distant ancestors. They have short, yellow-brown hair, and they are stocky and muscular. They are slightly smaller than Blink Dogs, and they have apparently lost the power of teleportation, but they have developed other, more powerful abilities make up for that loss. They number among the temporal creature of the Demiplane of Time that possess the ability to slip into reality.

They tend to prefer solitude over the pack, in large part due to the fact that there is sparse hunting on the Demiplane of Time. Whenever they are encountered by a party, however, there is a 15% chance that they currently happen to be running with a small pack (2d6), in order to take down a larger creature that none of them could handle on their own.

Many characters have taken to feeding these creatures (and sometimes even offering them some sort of treasure) in order to gain their company for short periods. A friendly dog has been known to remain with a person or party for up to 14 days in the while on the Demiplane of Time. Fast as these creatures are, the group never has to worry about the Time Dog slowing them down – quite the opposite, but the dogs do not seem to mind. A major benefit of having a Time Dog along on a trip is that the canine barks at any sort of unfriendly creature, warning companions of danger.

If a character manages to enlist the aid of a Time Dog for a period of greater than two weeks, it considers that character an Ally from that point on. Bribery or threats never hold a Time Dog's assistance this long. The character must prove worthy of an unbefriended dog's loyalty within four days, or the dog will Time Slip away from the character.

Time Dogs normally thrive on moss and algae-like lifeforms native to the Demiplane of Time, but packs will sometimes go after large prey. Hunger can drive them to reality in the Prime Material in search of food, but only for short periods of time, The frequency they are encountered in reality is very rare.

Lair and Lair Actions

Time Dogs make lairs within naturally occurring caves formed by event tangles in the lifelines on the Demiplane of Time, and it is here that they store their treasure and hide their precious pups. These dogs normally detect adventurers long before they reach a lair and draw them off in any way necessary. If a lair is discovered, there is a 10% chance for 2-8 pups and a 20% chance for other treasure to be there.

Pups can be raised to be loyal companions to a character, and their high intelligence makes them very useful or very troublesome, depending on how they are treated. The treasure could be anything of value, including magical weapons and armor, high quality merchandise, miscellaneous magic (including potions and scrolls), and of course gems and coins. Although the dogs have little need for this stuff, they know the value of trade. They acquire the material not by attacking passing travelers but by scouring the areas of the Demilplane of Time where battles between less friendly temporal creatures and Chronomancers and their companions have taken place. Some predators have no desire for these items, so the dogs collect them for their own uses.

Monster Tags: feyElemental

Lowraith

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