# Black Shuck *Large* *Fiend* *chaotic evil* - **Armor Class:** 17 (natural armor) - **Hit Points:** 157 (15d10+75) - **Speed:** walk 50 ft. - **Challenge Rating:** 11 (7,200 XP) - **Source:** Tome of Beasts 3, page 59 | STR | DEX | CON | INT | WIS | CHA | | --- | --- | --- | --- | --- | --- | | 19 (+4) | 16 (+3) | 21 (+5) | 14 (+2) | 17 (+3) | 15 (+2) | - **Saving Throws**: Str +8, Dex +7, Con +9, Wis +7 - **Skills:** perception +3 - **Damage Immunities:** necrotic, poison; bludgeoning, piercing or slashing from nonmagical attacks not made with silvered weapons - **Damage Resistances:** cold, fire, lightning - **Condition Immunities:** charmed, frightened - **Senses:** darkvision 90', truesight 60', passive Perception 13 - **Languages:** understands Abyssal and Common but can't speak ### Special Abilities - **Blood Frenzy:** Has advantage on attack rolls vs. any creature that doesn't have all its hp. - **Keen Hearing and Smell:** Has advantage on Wis (Perception) checks that rely on hearing or smell. - **Water Walker:** Can move across the surface of water as if it were harmless solid ground. This otherwise works like the water walk spell. ### Actions - **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. - **Bite:** Melee Weapon Attack: +8 to hit, 5 ft., one target, 13 (2d8+4) piercing damage and 10 (3d6) necrotic. - **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. - **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. ### Bonus Actions - **Mist Stalker:** In dim light fog or mist it takes the Hide action.