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)
| Stat | Score | Mod | Die |
|---|---|---|---|
| Body | 8 | - | - |
| Mind | 12 | - | - |
| Sense | 12 | - | - |
| Heart | 12 | - | - |
| Cunning | 14 | - | - |
| Fate | 12 | - | - |
A Minor has no attribute mechanics: the scores describe the creature, they do not roll.
Passives
Keen Hearing and Smell
Advantage on Cunning checks to detect creatures by hearing or scent.
Pack Tactics
Advantage on attack rolls when an ally is within 5 ft of the target.
Maneuvers
Bite
Standard attack.
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.