You conjure a phantom hound in an unoccupied space that you can see within range, and choose one of the following two forms:
- Watchdog: The hound you conjure is invisible to all creatures except you and can't be harmed. It remains in the place it was summoned for 8 hours unless you dismiss it as an action, or until you move more than 100 feet away from it. When any creature comes within 30 feet of it without first speaking the password that you specify when you cast this spell, the hound starts barking loudly. The hound sees invisible creatures and can see into the Ethereal Plane. It ignores illusions and cannot be blinded. At the start of each of your turns, the hound attempts to bite one creature within 5 feet of it that is hostile to you. The hound's attack bonus is equal to your spellcasting ability modifier + your proficiency bonus. On a hit, it deals piercing damage equal to 4d8 + the spell's level. Starting with the round in which it attacks first, it will only remain for the next minute, unless the duration of the spell ends before that point.
- Bloodhound: The hound acts as a summoned creature in combat and uses the statblock below. It lasts for the duration of the spell, can move freely, and remains for one hour unless its hit points are reduced to zero, you dismiss it as a bonus action, or you or it move more than 1 mile away from the other. It shares your initiative count, but takes its turn after you. It obeys your commands (no action required); if none are given, it will defend you, defend creatures you designate as allies when you summon it, and pursue hostile creatures within its sight or range of smell and hearing, its priorities in that order.
Bloodhound
Medium construct
Armor Class 10 + PB
Hit Points 30 + 10 for each spell level above 4th
Speed 40 ft.
Condition Immunities charmed, frightened
Senses darkvision 60 ft., passive Perception 14 + proficiency bonus
Languages understands the languages you speak
Challenge — Proficiency Bonus equals your bonus
Release Burst. As a bonus action on your turn, you may dismiss the bloodhound and trigger this effect if you choose. When dismissed in this way, the hound is dispelled in a 10-foot radius burst of magical energy. All creatures within this radius must make a Constitution saving throw against your spell DC or take force damage equal to half of the hound's remaining hit points.
Actions
Multiattack. The hound makes a number of attacks equal to half this spell’s level (rounded down). One of these can be Feint.
Bite. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 2d8 + PB piercing damage.
Feint. The hound lunges in an attempt to distract a creature within 5 feet. The creature must make a Wisdom saving throw against your spell DC. If it fails, the next attack roll against it before the start of the hound's next turn is made with advantage.
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