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monsters/md/tome_of_beasts_3/black-shuck.md
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# Black Shuck
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*Large* *Fiend* *chaotic evil*
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- **Armor Class:** 17 (natural armor)
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- **Hit Points:** 157 (15d10+75)
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- **Speed:** walk 50 ft.
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- **Challenge Rating:** 11 (7,200 XP)
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- **Source:** Tome of Beasts 3, page 59
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| STR | DEX | CON | INT | WIS | CHA |
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| --- | --- | --- | --- | --- | --- |
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| 19 (+4) | 16 (+3) | 21 (+5) | 14 (+2) | 17 (+3) | 15 (+2) |
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- **Saving Throws**: Str +8, Dex +7, Con +9, Wis +7
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- **Skills:** perception +3
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- **Damage Immunities:** necrotic, poison; bludgeoning, piercing or slashing from nonmagical attacks not made with silvered weapons
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- **Damage Resistances:** cold, fire, lightning
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- **Condition Immunities:** charmed, frightened
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- **Senses:** darkvision 90', truesight 60', passive Perception 13
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- **Languages:** understands Abyssal and Common but can't speak
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### Special Abilities
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- **Blood Frenzy:** Has advantage on attack rolls vs. any creature that doesn't have all its hp.
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- **Keen Hearing and Smell:** Has advantage on Wis (Perception) checks that rely on hearing or smell.
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- **Water Walker:** Can move across the surface of water as if it were harmless solid ground. This otherwise works like the water walk spell.
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### Actions
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- **Multiattack:** Three Bites and can use Curse of the Grave or Fearsome Howl if available. If 2+ Bites hit a Med or smaller target black shuck sinks in its teeth shaking head violently. Target: DC 17 Str save or 7 (2d6) slashing damage and be thrown up to 15 ft. in random direction and knocked prone.
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- **Bite:** Melee Weapon Attack: +8 to hit, 5 ft., one target, 13 (2d8+4) piercing damage and 10 (3d6) necrotic.
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- **Curse of the Grave:** Glares at one creature it can see within 30' of it. Target: DC 17 Wis save or be cursed: disadvantage on next two death saves it makes in the next 7 days. Curse lasts until cursed creature has made two death saves until 7 days have passed or until it is lifted by a remove curse spell or similar magic.
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- **Fearsome Howl (Recharge 5-6):** Howls a haunting tune. Each creature within 60' and can hear it: frightened until the end of its next turn (DC 17 Wis negates). A frightened creature concentrating on a spell must make DC 17 Con save or it loses concentration.
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### Bonus Actions
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- **Mist Stalker:** In dim light fog or mist it takes the Hide action.
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