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5ead/monsters/md/tome_of_beasts_3/black-shuck.md
2025-06-07 07:58:30 -05:00

2.2 KiB

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.