Keen Hearing and Smell. The dog has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Innate Spellcasting. The Hound's innate spellcasting ability is Wisdom (spell save DC 13). The hound can innately cast the following spells, requiring no material components:
3/day each: entangle, fog cloud, faerie fire
1/day each: barkskin, sleep, spike growth
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 3) piercing damage.
Teleport (Recharge 4–6). The dog 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 dog can make one bite attack.
Poisonous Swampgas Breath (Recharge 5–6). The hound exhales poison gas in a 15-foot cone. Each creature in that area must make a DC 12 Constitution saving throw, taking 12 (3d6) poison damage and is poisoned for 1 minute on a failed save, or half as much damage on a successful one.
Phasing Dodge (Recharge 5–6). When a creature
within five feet hits the dog with a melee attack, the
creature must reroll the attack. If the second roll is
still enough to hit the dog, then the dog takes half
damage and then teleports 20 feet. Otherwise, the hit is a miss.
Description
A blink dog takes its name from its ability to blink in and out of existence, a talent it uses to aid its attacks and to avoid harm. Packs that grew up in the dark swamps of the feywild are able to breath a cloud of obnoxious gas.
This unique fey creature has been created to act as a quasi immortal guardian of a special druidic site, that has been used as a place for a dark ritual in ages past. (Created for my modified version of The Automatic Hound adventure from Dungeon Magazine #148.)
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