Keen Hearing and Smell. The creature has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Phantom Hound. While the creature is invisible, it may walk through physical obstacles that are less than its movement distance. It may not walk through objects enchanted by magic.
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft, one target. Hit: 4 (1d4+2) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked Prone.
Invisibility. The creature magically turns invisible until it attacks or until its concentration ends (as if concentrating on a spell). Any equipment the dog wears or carries is invisible with it.
Haunting Howl. Ranged Spell Attack: +4 to hit, reach 20 ft, one target. Hit: 2 necrotic damage, and the target must make a DC 10 Constitution saving throw or become Frightened. If a success, the target must roll again on their next two turns.
Description
The cu sidhe have adapted better upon the material world than some of their fey cousins, disguising themselves as red-eyed hounds in order to blend into humanoid society.
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