Let's see, the DEX could maybe be higher. It went from 19 to 13!
That's less than the DEX 15 a
Dire Wolf and the impression I get is you're aiming for something more fragile but more agile and lethal than a Dire Wolf.
So I could see DEX 15 or 17 as being reasonable. The latter would remove the need for the Proficiency in DEX Saving Throws.
The Perception and Stealth skills appear extraordinarily high. Does it need double proficiency for them both? Its already got advantage on some Perception rolls from its keen senses.
Speaking of which,
Keen Hearing and Smell still says "wolf".
There's a "witch hound" with a space in it in
Pack Tactics and in the
Witch Horn's Charming Prick, plus a capitalized "Witchhound" in
Multiattack. All three should be "witchhound" assuming that's the spelling you've settled on.
The
Witch Horn is much better and nicely compact. I would suggest some tweaks to the first paragraph as follows:
Witch Horn (Recharge 6). Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 8 (1d8+4) piercing damage and causes a random effect to occur. Roll 1d8 to determine the random effect and what DC 12 saving throw the targeted creature must roll to avoid it. On a failed save, the target is affected by the witch horn's magic for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the random effect on itself on a success.
The Deafening Swelling is a bit hard to parse. How about one of the following?:
3. Deafening Swelling. The targeted creature must succeed on a Constitution saving throw or be deafened as its ears begin to swell.
3. Deafening Swelling. The targeted creature must succeed on a Constitution saving throw or be deafened.
Oh, and are its claws supposed to do 4d4+3 damage? It seems odd for a canine to have claws that do almost twice as much damage as its fangs, plus it's got two of them!
At first glance the Multiattack damage looks overly generous for CR 2 (1d8+3 plus two 4d4+3 for 33½ on average) but considering how fragile the Witchhound is it's not unreasonable. Compare some CR 2
Monster Manual beasties:
Witchhound: AC 14, HP 26, 33½ damage.
Awakened Tree: AC 13, HP 59, 14½ damage.
Gargoyle: AC 15, HP 52, 11 damage.
Griffon: AC 12, HP 59, 19½ damage.
Polar Bear: AC 12, HP 42, 21½ damage.
Rhinoceros: AC 11, HP 45, 14 damage (23 charging).
The Witchhound does 156% the damage of a Polar Bear, but the bear has 162% the HP, so they work out about even.
However, would you be adverse to rearranging the damage a bit so the bite does more than each claw? Maybe:
Bite 3d6+3
Claws 2d6+3
That's the same average damage of 33½.