Animatronic Fortitude. When the blinker would be reduced to 0 hit points, it can make a Constitution saving throw, falling to 1 hit point instead on a successful save. The DC is 10, or half the damage it incurred (rounded down), whichever is higher. If the damage is incurred from a critical hit or melee attack, the blinker automatically fails its saving throw.
Instability. When the Blinker dies, it explodes, dealing 3 (1d6) lightning damage to all creatures within 20 feet of it.
Aggressive Shyness. The blinker can use a bonus action to move up to its speed towards a creature that is looking at it. It can magically sense when it is being observed, as well as the precise location of any creature looking at it.
Killer Smell. The blinker has advantage on Wisdom (Perception) checks that rely on smell, granting it a +5 to its passive Perception in the Underpark. It can pinpoint the exact location of any frightened creature in the Underpark.
Don’t Look at Me. The blinker is incapacitated while it isn’t being observed. Unless surprised, a creature can avert its eyes at the start of its turn. If the creature does so, it can't see the blinker until the start of its next turn, when it can avert its eyes again.
Eye Gouge. Melee Spell Attack: +2 to hit, reach 5 ft., one target. Hit: 20 (8d4) slashing damage, and the target is magically blinded until it returns to its maximum hit points.
Giggle (Recharge 6). The blinker giggles. Each creature that can hear it must succeed on a DC 10 Wisdom saving throw or become frightened of the entirety of the Underpark for 1 minute. The blinker can use this action even while it is incapacitated.
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