Large Fey, Chaotic Neutral
Armor Class 15 (natural armor)
Hit Points 97 (15d8 + 30)
Speed
STR
18 (+4)
DEX
17 (+3)
CON
19 (+4)
INT
6 (-2)
WIS
18 (+4)
CHA
14 (+2)
Damage Resistances Cold
Condition Immunities Frightened
Senses Darkvision 90 ft., Passive Perception 17
Languages Common, Telepathy 100 ft. (images of death omens only)
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Innate Spellcasting. Black Shuck’s innate spellcasting ability is Wisdom (spell save DC 15). It can innately cast the following spells, requiring no material components:
Constant: pass without trace
At will: divination (indefinite timespan; death omens only)
3/day: fog cloud, hellish rebuke, hunter’s mark

Keen Hearing and Smell. Black Shuck has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Magic Resistance. Black Shuck has advantage on saving throws against spells and other magical effects.

Terrifying Howl. Black Shuck can use a bonus action to unleash a terrifying howl. Each creature of its choice within 120 feet of Black Shuck that is able to both see and hear it must succeed on a DC 15 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to Black Shuck’s Terrifying Howl for the next 24 hours.

Actions

Multiattack. Black Shuck attacks twice.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) magical piercing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Jyuro

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