Medium Fiend, Lawful Evil
Armor Class 15 (natural armor)
Hit Points 45 (7d8 + 14)
Speed 50 ft.
STR
17 (+3)
DEX
12 (+1)
CON
14 (+2)
INT
6 (-2)
WIS
13 (+1)
CHA
6 (-2)
Skills Perception +3
Damage Resistances Acid, Fire, Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Cold, Necrotic, Poison
Senses Blindsight 60 ft, Darkvision 60 ft., Passive Perception 15
Languages Understands Infernal but can't speak it
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Detect Life. The black shuck can magically sense the presence of living creatures up to 5 miles away. It knows the general direction they’re in but not their exact locations.

 
Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 7 (2d6) necrotic damage.

Fiendish Gaze. Each non-undead creature within 60 feet of the black shuck that can see it must succeed on a DC 12 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, with disadvantage if the black shuck is within line of sight, ending the effect on itself 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 Fiendish Gaze for the next 24 hours.

Howl (1/Day). The black shuck releases a blood-curdling howl, provided that it isn’t in sunlight. This howl has no effect on constructs and undead. All other creatures within 30 feet of it that can hear it must make a DC 12 Constitution saving throw. On a failure, a creature drops to 0 hit points. On a success, a creature takes 10 (3d6) psychic damage.

Description

A life-draining fiend in the form of a black dog with gleaming red eyes, the black shuck prowls wetlands in search of the living, and it's howl portends death.

Habitat: Swamp

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