Keen Hearing and Smell. The Black Dog has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Eyes of a Grave Guardian. The Black Dog can see the spirits of the deceased in order to guide them to the afterlife, give them company, and protect their graves from disturbance while they are around.
Shadow Blend. While in dim light or darkness, the Black Dog can use a bonus action to become invisible, along with anything it is wearing or carrying. The invisibility lasts until the Black Dog uses a bonus action to end it, or until the Black Dog attacks or is in bright light.
Sunlight Weakness. While in bright light created by sunlight, the Black Dog has disadvantage on attack rolls, ability checks, and saving throws.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 3) piercing damage. If hit, the target must succeed on a DC 13 Constitution saving throw or take 8 (2d6 + 2) necrotic damage.
Protective Howl. The Black Dog howls. Any beast or humanoid within 100 feet of the dog and able to hear its howl 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, 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 any Black Dog's Terrifying Howl for the next 24 hours.
Shadow Travel. The Black Dog uses the shadows to teleport, along with any equipment or creatures it is wearing or carrying, up to 30 feet to an unoccupied space it can see. Both the space it is leaving and its destination must be in dim light or darkness.
Shadow Dodge. When a creature the Black Dog can see targets it with an attack, the Black Dog can switch places with another creature using Shadow Travel. The creature must be within 30ft and in dim light or darkness.
Previous Versions
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3/20/2020 11:12:54 PM
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Coming Soon
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