Blink Dog

Nathan P. Mahney

First Post
I'm planning on running a Blink Dog encounter in the next session, and I wanted some advice on their blinking powers.

In the description, it says that they can evoke or end the effect as a free action. Now as far as I am aware, there aren't any specified limits to the number of free actions a creature can perform in a round.

So what I'm wondering is, can the blink dog activate his blinking power (therefore gaining a 50% miss chance to attacks against him), deactivate it as a free action before attacking (thus not having a 20% miss chance to their own attacks), then reactivate it right after the attack?

I'm leaning towards yes, simply because I want the fight to be a tough one, but I'd like to know if it's by-the-book.
 

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Nathan P. Mahney said:
I'm leaning towards yes, simply because I want the fight to be a tough one, but I'd like to know if it's by-the-book.
Unless you advance them, blink dogs are kinda wimpy since each bite deals only about 3-4 damage.

Now If you advance them, Thats a whole nother ballgame.

[sblock=Warp Wolves, Advanced blink dogs] Note: If you don’t use the Improved Toughness feat, switch the feat to power attack. You might want to switch it anyhow since these puppies have to hit to spare.

Warp Wolf, harasser Large Magical Beast
Hit Dice: 10d10+30 + 10 (95 hp)
Initiative: +2
Speed: 40 ft. (8 squares)
Armor Class: 17 (+2 Dex, +6 natural, -1 size), touch 13, flat-footed 13
Base Attack/Grapple: +10/+18
Attack: Bite +13 melee (1d8+7)
Full Attack: Bite +13 melee (1d8+7)
Space/Reach: 5 ft./5 ft.
Special Attacks:
Special Qualities: Blink, darkvision 60 ft., dimension door, low-light vision, scent
Saves: Fort +10, Ref +9, Will +5
Abilities: {non Elite array] Str 20, Dex 14, Con 16, Int 13, Wis 11, Cha 8
Skills: Hide +5, Listen +4, Sense Motive +2, Spot +4, Survival +10
Feats: Iron Will, improved toughness, Combat expertise, improved trip, TrackB
Environment: Temperate plains
Organization: Solitary, pair, or pack (7–16)
Challenge Rating: 5
Treasure: None
Advancement: 11-12 HD (Large)
Level Adjustment: +2 (cohort)

COMBAT
These warp wolves strike first at the pack’s quarry, using combat expertise while attempting to trip their foes. One the foe falls, the other pack members strike at the downed foe. As soon as the target is killed, one of the warp wolves dimension doors away with the prey, breaking line of sight with the prey’s pack at first opportunity.

Blink (Su): A warp wolf can use blink as the spell (caster level 8th), and can evoke or end the effect as a free action.
Dimension Door (Su): A warp wolf can teleport, as dimension door (caster level 8th), once per round as a free action. The ability affects only the warp wolf, which never appears within a solid object and can act immediately after teleporting.

Warp Wolf, assault Large Magical Beast
Hit Dice: 10d10+20+10 (85 hp)
Initiative: +3
Speed: 40 ft. (8 squares)
Armor Class: 18 (+3 Dex, +6 natural, -1 size), touch 13, flat-footed 13
Base Attack/Grapple: +10/+18
Attack: Bite +13 melee (2d6+6 19-20 x2 critical)
Full Attack: Bite +13 melee (2d6+6 19-20 x2 critical)
Space/Reach: 5 ft./5 ft.
Special Attacks:
Special Qualities: Blink, darkvision 60 ft., dimension door, low-light vision, scent
Saves: Fort +9, Ref +10, Will +6
Abilities: Str 18, Dex 16, Con 14, Int 10, Wis 13, Cha 11
Skills: Hide +5, Listen +5, Sense Motive +3, Spot +5, Survival +10
Feats: Iron Will, improved toughness, improved natural attack bite, improved critical (bite), TrackB
Environment: Temperate plains
Organization: Solitary, pair, or pack (7–16)
Challenge Rating: 5
Treasure: None
Advancement: 11-12 HD (Large)
Level Adjustment: +2 (cohort)

Once the harassers trip a victim, these warp wolves end their delay action and attack the tripped foe. Often dimension dooring to where it can charge into a flanking position.

Blink (Su): A warp wolf can use blink as the spell (caster level 8th), and can evoke or end the effect as a free action.
Dimension Door (Su): A warp wolf can teleport, as dimension door (caster level 8th), once per round as a free action. The ability affects only the warp wolf, which never appears within a solid object and can act immediately after teleporting.

Warp Wolf, Alpha Large Magical Beast
Hit Dice: 12d10+36 + 12 (97 hp)
Initiative: +3
Speed: 40 ft. (8 squares)
Armor Class: 18 (+3 Dex, +6 natural, -1 size), touch 13, flat-footed 13
Base Attack/Grapple: +12/+21
Attack: Bite +20 melee (2d6+10)
Full Attack: Bite +20 melee (2d6+10)
Space/Reach: 5 ft./5 ft.
Special Attacks:
Special Qualities: Blink, darkvision 60 ft., dimension door, low-light vision, scent
Saves: Fort +12, Ref +11, Will +7
Abilities: { Elite array] Str 24, Dex 16, Con 18, Int 14, Wis 12, Cha 8
Skills: Diplomacy +2, Hide +11, Listen +13, Sense Motive +12, Spot +13, Survival +12
Feats: Iron Will, improved toughness, Combat expertise, improved trip, improved natural attack (bite), TrackB
Environment: Temperate plains
Organization: Solitary, pair, or pack (7–16)
Challenge Rating: 7
Treasure: None
Level Adjustment: +2 (cohort)

The Alphas of the pack are the largest and strongest of their breed. They almost always use combat expertise and always attempt to trip their foes.

Blink (Su): A warp wolf can use blink as the spell (caster level 8th), and can evoke or end the effect as a free action.
Dimension Door (Su): A warp wolf can teleport, as dimension door (caster level 8th), once per round as a free action. The ability affects only the warp wolf, which never appears within a solid object and can act immediately after teleporting. [/sblock]
 
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Nice monsters you got there, but they're a bit much for my 4th-5th level players. The current plan is that I'm going to bolt sneak attack onto these guys. I don't think I'll bother adding Rogue levels or anything, just the ability - they're corrupted blink dogs, so I can use that as my excuse.

Thanks guys!
 


Nathan P. Mahney said:
Nice monsters you got there, but they're a bit much for my 4th-5th level players.

I think those are a little much for most people's 4-5th level party:) I would definately put the first one at CR 6 or 7. CR 5 is a bit low considering its incredible defense (50% miss) and mobility.
 

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