One creature can be attuned to the Blinkhorse at a time. While attuned, the creature and the Blinkhorse have a mutual understanding that allows the creature to choose when the horse takes its actions during its turn without using actions of their own. This also allows the creature to teleport with the Blinkhorse while riding it. Other friendly creatures must use a bonus action to speak commands in a language that the Blinkhorse understands to tell the Blinkhorse what it should do.
Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.
Teleport (Recharge 4–6). The horse magically teleports, along with any equipment it is wearing or carrying, up to 40 feet to an unoccupied space it can see. Before or after teleporting, the horse can make one hooves attack.
Teleport Charge. If the horse teleports next to a creature and then hits it with a hooves attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the horse can make another attack with its hooves against it as a bonus action.
Comments