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<title>Black Shuck</title>
</head>
<body>
<h1>Black Shuck</h1>
<p><em>Large</em> <em>Fiend</em> <em>chaotic evil</em></p>
<ul>
<li><strong>Armor Class:</strong> 17 (natural armor)</li>
<li><strong>Hit Points:</strong> 157 (15d10+75)</li>
<li><strong>Speed:</strong> walk 50 ft.</li>
<li><strong>Challenge Rating:</strong> 11 (7,200 XP)</li>
<li><strong>Source:</strong> Tome of Beasts 3, page 59</li>
</ul>
<table>
<thead>
<tr>
<th>STR</th>
<th>DEX</th>
<th>CON</th>
<th>INT</th>
<th>WIS</th>
<th>CHA</th>
</tr>
</thead>
<tbody>
<tr>
<td>19 (+4)</td>
<td>16 (+3)</td>
<td>21 (+5)</td>
<td>14 (+2)</td>
<td>17 (+3)</td>
<td>15 (+2)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Saving Throws</strong>: Str +8, Dex +7, Con +9, Wis +7</li>
<li><strong>Skills:</strong> perception +3</li>
<li><strong>Damage Immunities:</strong> necrotic, poison; bludgeoning, piercing or slashing from nonmagical attacks not made with silvered weapons</li>
<li><strong>Damage Resistances:</strong> cold, fire, lightning</li>
<li><strong>Condition Immunities:</strong> charmed, frightened</li>
<li><strong>Senses:</strong> darkvision 90', truesight 60', passive Perception 13</li>
<li><strong>Languages:</strong> understands Abyssal and Common but can't speak</li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Blood Frenzy:</strong> Has advantage on attack rolls vs. any creature that doesn't have all its hp.</li>
<li><strong>Keen Hearing and Smell:</strong> Has advantage on Wis (Perception) checks that rely on hearing or smell.</li>
<li><strong>Water Walker:</strong> Can move across the surface of water as if it were harmless solid ground. This otherwise works like the water walk spell.</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Multiattack:</strong> 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.</li>
<li><strong>Bite:</strong> Melee Weapon Attack: +8 to hit, 5 ft., one target, 13 (2d8+4) piercing damage and 10 (3d6) necrotic.</li>
<li><strong>Curse of the Grave:</strong> 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.</li>
<li><strong>Fearsome Howl (Recharge 5-6):</strong> 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.</li>
</ul>
<h3>Bonus Actions</h3>
<ul>
<li><strong>Mist Stalker:</strong> In dim light fog or mist it takes the Hide action.</li>
</ul>
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