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.
Rolling Fog. At the end of its turn, the Black Shuck produces a 30-foot-radius sphere of fog centered on itself. The fog spreads around corners and its area is heavily obscured. The fog lasts until the Black Shuck moves or until a wind of moderate or greater speed disperses it.
Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit 11 (2d6+4) piercing damage plus 5 (1d10) necrotic damage.
Piercing Gaze. The Black Shuck stares deeply into the eyes of a creature within 60 feet of it. The target must make a DC 14 Wisdom saving throw or be frightened for 1 minute or until the Black Shuck is incapacitated. A target that successfully saves is immune to the gaze for the next 24 hours. A target that fails this save may make another DC 14 Wisdom saving throw at the end of their turn.
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