Large Fey, Neutral Evil
Armor Class 16 (natural armor)
Hit Points 95 (10d10 + 40)
Speed 50 ft.
STR
17 (+3)
DEX
18 (+4)
CON
19 (+4)
INT
12 (+1)
WIS
15 (+2)
CHA
18 (+4)
Saving Throws DEX +7, CHA +7
Skills Insight +4, Perception +5, Stealth +7
Damage Resistances Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Condition Immunities Charmed, Exhaustion, Frightened
Senses Darkvision 60 ft., Passive Perception 14
Languages Understands Common, Elvish, and Sylvan but can't speak
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Keen Hearing and Smell. The black shuck has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Pack Tactics. The black shuck has advantage on an attack roll against a creature if at least one of the black shuck's allies is within 5 feet of the creature and the ally isn't incapacitated.

Shadow Blend. While in dim light or darkness,  the black shuck can use a bonus action to become invisible, along with anything it is wearing or carrying. The invisibility lasts until the black shuck uses a bonus action to end it or until the black shuck attacks, is in bright light,  or is incapacitated.

Actions

Multiattack. The black shuck makes two bite attacks.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) piercing damage. plus 7 (2d6) psychic damage if the target is frightened.

Terrifying Howl. The black shuck howls. Any creature that is within 300 feet of the black shuck and can hear its how must succeed on a DC 15 Wisdom saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to the black shuck's terrifying glare for the next 24 hours.

Otherworldly Glare.  The black shuck chooses one creature it can see within 30 ft. The target feels the soulless red eyes of the black shuck upon it, and must succeed on a DC 15 Wisdom saving throw or be charmed by it for 1 hour. While a creature is charmed, the black shuck commands its movements and actions telepathically, and can speak through it in any language the creature knows. The black shuck can only have one creature charmed in this way, and the effect ends if the black shuck loses concentration or dies.

Description

Across the countryside, parents tell their children of haunting beasts that will snatch them away should they be out after their bedtimes. While most such warnings are given with a stern brow and a knowing grin, some are whispered, only giving the shape of the fear, but never giving it a name. After all, it's bad luck to speak the name of the black shuck, for its ears are keen, and it might just hear you.

Inhabiting the unseelie wilderness of the Feywild, these shadowy, wolflike monsters breach into the Prime Material Plane, preying on children and travelers who stray too far from the path. Cunning and quiet, a shuck can often be tempted to serve a powerful master who is willing to pay, such as an ancient hag or an archfey of the Unseelie Court.

Monster Tags: Misc Creature

Habitat: ForestGrasslandHill

Checknerd

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