KING
Blink Dog

Blink Dog

Fey · no Crown (Mundane)

T1d4Minor

Teleporting pack hunters, blink dogs phase through space, loyal to good fey against goblinoids.

Tier 1  ·  Role Minor  ·  Pool Vigor 1 (+1 overflow)  ·  AC 11  ·  ATK +2  ·  Save DC 11  ·  Dmg 1 (flat)

AC1111 base
Vigor1Tier, plus 1 overflow. Flees at 0, dies at 2 total damage
Move30 ft
Initiatived8rerolled each round
Attack+2d20 + bonus vs AC
Damage1flat, crit d4, floored at 1
Save DC11Tier 1 DC
Crit20natural 20 only
StatScoreModDie
Body8--
Mind12--
Sense12--
Heart12--
Cunning14--
Fate12--

A Minor has no attribute mechanics: the scores describe the creature, they do not roll.

Passives

Passive

Keen Hearing and Smell

Advantage on Cunning checks to detect creatures by hearing or scent.

Passive

Pack Tactics

Advantage on attack rolls when an ally is within 5 ft of the target.

Maneuvers

Maneuver

Bite

Standard attack.

Maneuver

Blink

Teleport up to 40 ft to an unoccupied space the dog can see. Does not provoke opportunity attacks.

Tactics

GM tactics

Blink Dogs teleport into flanking positions, exploit Pack Tactics for advantage, then blink away before retaliation. They coordinate attacks with uncanny intelligence.

Running it

Rules

  • Vigor equal to Tier, with an overflow of the same size behind it: 1, then 1 more. Neither half regenerates.
  • A hit deals a flat 1, no roll. A crit (natural 20 only) rolls d4 and never lands below 1.
  • Crits on a natural 20 only.
  • Minor: no stat modifiers or dice in play; its scores describe the creature, they do not roll.
  • At 0 Vigor it breaks and flees, out of the fight but alive; Fanatics fight on into the overflow instead.
  • Total damage reaching 2 kills it outright, and a single blow of 2 or more kills it on the spot.
  • Vigor damage is simply damage against a Minor: its whole pool is Vigor.
  • Group morale: when its group loses half its number, fled or dead, the rest check morale.
  • NPCs never take wounds.