The brown shape bites and is gone before your sword swings. It reappears fifteen feet away, watching. Its pack is doing the same thing to your companions. They are not trying to kill you quickly — they are trying to teach you something about their territory.
Core Statistics #
| Stat | Value |
|---|---|
| Hit Dice | 4d8* (avg 18 HP) |
| AC | 15 |
| AV | 0 |
| HR | +4 |
| FR | +3 |
| FD | 13 |
| Move | 120 ft (40 ft encounter) |
| Attacks | 1 bite: 1d6 |
| No. Appearing | 1d6 (1d6+3 in lair/pack) |
| Save As | Fighter 4 |
| Morale | 6 |
| Treasure | Type C |
| Alignment | Lawful |
| CR | 4 (individual) / 6 (pack of 6+) |
| Size | Small |
| Intelligence | Average (INT 9) |
| XP | 125 |
AC/AV Reasoning #
RC original is AC 5 (descending) = Ascending AC 15. The blink dog’s protection is almost entirely its teleportation ability — when it blinks after attacking it is physically absent from the attack’s location, making follow-through attacks impossible.
- AC 15 — The blink dog is a small, fast canine with natural agility. AC 15 represents both its physical nimbleness and the partial confusion created by its blink pattern — it is never quite where an attacker expects it to be, even before counting the post-attack blink
- AV 0 — The blink dog has no natural armor, thick hide, or significant fat layer. When it is actually hit, it takes full damage. Its defense is avoidance, not absorption
- The blink mechanic and AC: The post-attack blink means the blink dog is only physically present at its attack position for the instant of the bite. A character who was not the bite target cannot get an attack of opportunity against a blink dog that has already bitten and reappeared elsewhere — the dog is simply not there
Skill Slots #
(5 total — 4 HD, asterisk = 1 special ability, Average intelligence INT 9)
| Slot | Skill / Ability | Notes |
|---|---|---|
| 1 | HR Investment (Basic) | HR +4; the bite is precise — the blink dog appears at exactly the right position for the attack, which is the one moment of full commitment in its otherwise evasive pattern |
| 2 | Blink — Combat Teleport (innate, special) | The defining ability. Full mechanics below. The asterisk special ability |
| 3 | Alertness (Expert) | Cannot be surprised in open terrain or woodland; detects displacer beasts at 300 ft through some innate sense (opposite-plane recognition); +4 to Initiative in open terrain. The blink dog’s instincts specifically alert it to displacer beasts regardless of concealment — this is an evolved survival sense, not a trained skill |
| 4 | Pack Tactics (innate, social) | The blink dog pack fights with sophisticated coordination — each dog targets a different opponent, blinks in sequence so that multiple targets are simultaneously dealing with blinks, and the pack’s collective Morale is managed by a dominant pair rather than individual Morale checks. Full mechanics in Pack Behavior section |
| 5 | Tracking (Basic) | The pack tracks prey and territorial intruders within their home range. Primarily used for hunting (elk, moose, herd beasts) and territorial monitoring. Can follow a scent trail 24 hours old in good conditions |
Martial Style #
Style: Reactive (Skilled rank) — The Counter-Striker, applied uniquely through teleportation Rank: Skilled
The blink dog’s fighting philosophy is pure Reactive — it does not charge, it does not press. It appears at the optimal attack position, bites once, and removes itself from danger before any counter-attack can land. This is the Reactive style taken to its logical extreme: every attack is a Riposte in the sense that the blink dog always controls exactly when and where engagement occurs.
Reactive Skilled Benefits (adapted for blink mechanic):
- 1 Riposte counter available per round — if an attacker misses the blink dog during the round before it blinks, the blink dog may appear adjacent to that attacker and bite as its own action
- +2 to Initiative — the blink dog acts early, choosing the optimal moment to blink in
- The Blink-Away after attacking functions as an automatic Withdrawal with no Misstep penalty or Parting Blow exposure — the blink dog has teleported, not physically retreated
Combat Breath (CB): Base CB = 6 (Fighter-equivalent 4 HD) + 2 (Skilled rank milestone) = 8 CB. The blink dog spends 1 CB per round it executes a full blink-attack-blink sequence. Against a single target it can sustain this for approximately 6 rounds before Winding — but Morale 6 means it will flee before reaching that point in most encounters.
The Blink Mechanic — Complete Rules #
How It Works #
The blink dog’s combat sequence each round:
Phase 1 (Maneuver and Missile phase): The blink dog teleports from its current position to a position adjacent to its target. This is the “blink in” — instantaneous, no sound, no visual warning beyond the dog appearing. The appearance position is chosen by the blink dog — it selects any unoccupied space within 5 ft of its target.
Phase 2 (Melee phase): The blink dog bites (HR +4 vs. AC, 1d6 damage on hit). This is the only moment the blink dog is physically present in attack position.
Phase 3 (After bite, same round): The blink dog teleports 1d4 × 10 ft away (10–40 ft). This is the “blink out” — instantaneous, the dog disappears from attack position and reappears at a random-ish or chosen (DM adjudication) location 10–40 ft away.
The net result: The blink dog attacks and is then 10–40 ft from its target before any counter-attack can occur. Characters who were not the bite target get no attack of opportunity because the dog teleported out before their action resolves. The target who was bitten cannot counter-attack because the dog is gone.
Blink Restrictions #
The instinct against solid objects: The blink dog has innate instincts preventing it from teleporting into a solid object. It always appears in an unoccupied space. If no valid space exists within range (extremely confined quarters), the blink is suppressed that round and the dog attacks from its current position.
Confined spaces: In very narrow corridors (5 ft wide or less) the post-attack blink may be limited — there are fewer valid reappearance positions. The DM determines available positions based on the specific geometry. In a 5 ft corridor the dog might blink to the only space available — 10 ft directly behind the attacker — rather than the random-direction blink of open terrain.
Blink range: The post-attack blink is 1d4 × 10 ft = 10–40 ft. The pre-attack blink (blink in) covers any distance from which the dog can perceive the target — effectively limited by line of sight and perception range, not a measured distance. A blink dog that can see a target from 100 ft away can blink to adjacent to that target as its movement action.
Spell effects and the blink: The blink dog’s teleportation is a natural (non-magical) ability. Anti-Magic effects, Dispel Magic, and magical suppression do not prevent blinking — it is not a spell. However, Hold Monster, Paralysis, and similar effects that prevent the dog from taking actions also prevent blinking (the blink requires the dog’s active intent, not automatic).
Attacking a Blink Dog #
Characters who wish to attack a blink dog face the timing problem — the dog is only physically present at attack position during its bite action. Between blinks it is absent from the previous position.
On the blink dog’s attack round: The dog appears, bites, disappears. Characters who react to the appearance have one chance at a Parting Blow equivalent as the dog blinks out — but since the dog teleports rather than moves, Parting Blows do not technically apply (no movement to trigger). The DM may allow an immediate reaction attack (at –4 HR) against the blink dog the instant it appears before its bite, if the character declares in Phase 1 that they are watching for it.
Between the blink dog’s attack rounds: The dog is at its reappearance position, 10–40 ft away. If the party closes to that position before the dog’s next action, it blinks again — this time possibly without attacking (reposition only). A blink dog that is closely pursued blinks repeatedly to maintain distance without necessarily attacking.
Area effects: The only reliable way to hit a blink dog regardless of its blink timing. A Fireball catches the dog wherever it currently is. A Sleep spell affects it regardless of position. Area effects are the tactical solution to the blink — not trying to hit the dog during its attack-and-retreat cycle.
Pack Behavior — The Social Intelligence #
Blink dogs are Lawful and Average intelligence (INT 9 — equivalent to average human). They think, plan, coordinate, and make moral decisions. Their pack behavior reflects this.
Pack Structure #
A pack (1d6+3 in lair = avg 6–7 blink dogs) has a dominant pair — an alpha male and female with higher HP and slightly elevated Morale (8 rather than 6 for the alpha pair). The rest of the pack operates under the alpha pair’s guidance.
Pack tactical coordination:
- Each pack member selects a different target — the pack does not pile on one opponent
- Blinks are timed so that multiple party members are simultaneously dealing with blink attacks from different dogs
- The alpha pair hangs back initially, observing, and commits to combat only if the pack needs support
- The pack communicates continuously through vocalizations the party cannot understand — short yips and howls that coordinate the blink timing
Pack Morale — collective rather than individual: Individual Morale 6 applies during normal pack operation. The “pack will blink out and not reappear” when seriously threatened is a coordinated decision made by the alpha pair — all dogs blink simultaneously to safety when the alpha pair decides the fight is lost. This means the party cannot break pack cohesion by killing individual dogs below the alpha pair threshold.
The coordinated pack-blink trigger: when 3 or more pack members have been killed or incapacitated, or when the alpha pair is directly threatened, the alpha gives a specific vocalization. All pack members blink out simultaneously in the next round. They reappear at pre-selected rally points 100–200 ft away and do not return to the fight.
After the pack-blink: The pack is gone. Pursuing blink dogs through woodland is futile — they blink faster than they can be followed. They are not dead; they are assessing the threat from safety. A party that continues through the blink dogs’ territory may encounter them again (with full HP if the pack had time to rest), this time with better knowledge of the party’s capabilities.
Territorial Behavior (Non-Combat) #
The RC states blink dogs “tend to come in conflict with humans only when settlers encroach on their territories.” This is the key moral framing — the blink dog pack is Lawful and is defending legitimate territory, not attacking travelers.
Territorial warning sequence:
- First contact: The pack appears at a distance (60–100 ft), visible, watching. No aggression. This is a territorial declaration — “we know you are here.”
- Continued presence: The pack moves to flank — blink dogs appearing around the party’s perimeter at 30–40 ft range, still not attacking. This is escalation — “you are in our space.”
- Ignoring warnings: The pack begins harassment blinks — blinking adjacent to party members and immediately blinking away without biting. This is a demonstration — “we can reach you if we choose.”
- Further provocation or failure to retreat: Combat begins.
A party that reads these signals correctly and retreats from the territory avoids combat entirely. The blink dogs are not trying to kill travelers — they are trying to maintain their territory.
Communication #
Blink dogs “can communicate only among themselves.” They do not speak human or demi-human languages. This creates an interesting social encounter dynamic:
What communication is possible:
- A Druid with Animal Training (Master rank) can communicate intent and simple concepts with the pack — not language, but emotional and intent communication
- A Bard using Wild Empathy (Druidic Knight equivalent) may be able to convey peaceful intent
- Clever non-verbal behavior (dropping weapons, moving back from territory, showing open hands) communicates retreat intent effectively — the blink dogs have INT 9 and can read humanoid body language
- Speak with Animals allows direct communication — the blink dogs speak a sophisticated language among themselves and will use it clearly if the spell enables the translation
What the pack can communicate without magic:
- Territorial boundaries (they will herd the party toward the boundary through selective blink harassment)
- Threat assessment (they adjust pack aggression based on reading the party’s behavior)
- Warnings about displacer beasts — if a displacer beast is nearby, the pack’s behavior becomes frantic and directional — they blink repeatedly in a specific direction, clearly indicating a threat that way
The Displacer Beast Enmity #
The RC states blink dogs “hate and attack displacer beasts, their natural enemies” and that “it is suspected that blink dogs and displacer beasts both come from some distant plane of existence.”
Mechanical effect:
- Blink dogs automatically attack any displacer beast on sight, no Morale check required
- The Morale 6 that otherwise makes them cautious fighters does not apply against displacer beasts — the pack commits fully
- Against displacer beasts, blink dog Morale is treated as 10 (the hate overrides self-preservation)
- The pack-blink-out retreat is not triggered by casualties in a fight against displacer beasts — they fight to the death against their ancient enemies
Alertness (Expert) and displacer beasts: The Expert Alertness provides 300 ft detection of displacer beasts specifically — the blink dog senses them through whatever planar-origin awareness both species share. This detection works through Displacement (the displacer beast’s own concealment ability) — the blink dog does not see through the Displacement but knows the displacer beast is there.
Party implications:
- A party traveling with a displacer beast companion will be attacked by blink dog packs on sight
- A party that assists blink dogs against displacer beasts earns significant trust — this is one of the few reliable ways to establish positive relations with a pack
- Information about displacer beast movements is something blink dogs will share (through a Druid or Speak with Animals) in exchange for similar assistance
The planar origin theory: The RC’s “suspected distant plane of existence” implies these are not native Mystaran creatures. Their eternal conflict may predate their arrival on the Prime Plane — an ancient opposition from their original home, carried across the planes in their instincts. A campaign that explores this origin has access to a rich planar adventure hook involving both species.
Treasure Type C #
The blink dog pack’s lair contains Type C treasure. This requires ecological explanation — a pack of intelligent canines does not accumulate coin intentionally.
Sources of the lair treasure:
- Previous territorial intruders who were killed — the blink dogs did not take their equipment, but it remains in the territory
- Items the pack found interesting and brought to the lair (INT 9 is sufficient for “that is shiny and unusual”)
- Trade goods or offerings left by humans who negotiated passage through the territory (some cultures develop tribute relationships with blink dog packs)
Accessing the treasure: The lair is the pack’s home territory den. Accessing it requires either defeating the pack (at which point they have fled, not died, and will return) or establishing trust sufficient for the pack to permit entry. A party with a Druid or other animal-communication capability who has earned the pack’s trust might be invited to the den — an unusual and rewarding encounter.
Type C treasure includes: 20% chance of 1d6 × 1,000 cp, 30% chance of 1d6 × 1,000 sp, 10% chance of 1d4 × 100 gp, 25% chance of 1d6 gems, 15% chance of 1 piece of jewelry, 10% chance of 1 magic item.
Encounter Notes #
The territorial encounter: The party enters blink dog territory. Run the territorial warning sequence — sightings at distance, flanking blinks, harassment blinks — before combat begins. A party that pays attention to these signals has multiple opportunities to avoid combat. The blink dogs prefer avoidance; they are Morale 6 fighters who do not want to die over a trail through their woods.
The combat encounter (if warnings are ignored): The pack distributes across party members — one dog per character plus the alpha pair hanging back. Each dog blinks in, bites, blinks away. The party’s melee attackers find nothing to hit. The party’s archers or spellcasters have targets at 10–40 ft range between blinks — but those targets move every round.
Effective party tactics:
- Area spells that catch dogs regardless of position
- Sleep spell against the whole pack (avg 18 HP means some dogs resist based on HD, but lower-HP individuals are vulnerable)
- Hold Monster prevents a targeted dog from blinking, making it a standard melee target
- Fire (the blink dog’s only listed weakness is fire? Actually the RC lists none — they are just killed by normal damage once hit)
The diplomatic encounter: A party with a Druid, Speak with Animals, or sufficient patience to read blink dog body language can resolve a territorial conflict without combat. The blink dogs want the party out of their territory. The party presumably wants safe passage. This is a negotiation between Lawful parties with compatible goals.
The displacer beast hunt: If the party is tracking a displacer beast and enters blink dog territory, the encounter shifts entirely. The pack detects the displacer beast (300 ft Alertness), identifies the party is also pursuing it, and may shift from territorial wariness to tactical alliance. A Druid who communicates “we are also hunting it” may find the pack joining the party against their mutual enemy — eight blink dogs suddenly appearing alongside the party against a displacer beast is a significant force multiplier.
CR summary:
| Configuration | CR | Notes |
|---|---|---|
| 1 blink dog | 4 | Individual blink makes it a Skilled fighter |
| Pack of 4–5 | 5 | Multi-target distribution, coordinated timing |
| Full pack of 6+ | 6 | Alpha pair management, simultaneous pack-targeting across all party members |
| Pack vs. displacer beast | 7 | Morale 10, fight to death, full tactical commitment |
