You conjure a shadow mastiff from the plane of shadow. This creature obeys your verbal commands to aid you in battle or to seek out a specific creature. It has the body of a large dog with a smooth black coat, 2 feet high at the shoulder and weighing 200 pounds. The mastiff is friendly to you and your companions. Roll initiative for the mastiff; it acts on its own turn. It obeys simple, verbal commands from you, within its ability to act. Giving a command takes no action on your part. The mastiff disappears when it drops to 0 hit points or when the spell ends.
SHADOW MASTIFF
Medium monstrosity, neutral evil
Armor Class 14
Hit Points 30 (4d8 +12)
Speed 50 ft.
STR DEX CON INT WIS CHA
17 (+3) 13 (+1) 17 (+3) 4 (–3) 12 (+1) 13 (+1)
Skills Perception +6, Stealth +8, Survival +5
Senses darkvision 60 ft., passive Perception 16
Languages understands Common but does not speak
Challenge: 2 (200 XP)
Bay. When a shadow mastiff howls, all creatures within a 300-
foot radius who are not evil monstrosities must succeed on
a DC 13 Wisdom saving throw or be panicked. On each of
its turns, a panicked creature must take the Dash action and
move away from the mastiff by the safest and shortest route,
if such a route exists. If the target moves out of range of this
ability, the effect ends.
Scent. Shadow mastiffs have advantage on all Wisdom checks
that rely on their sense of smell.
Shadow Blend. Shadow mastiffs can hide in any condition of
illumination other than bright light.
Trip. Whenever a shadow mastiff hits an opponent with a bite
attack for the first time on a turn, the opponent falls prone
unless it succeeds on a DC 15 Dexterity saving throw. On a
failed save, the shadow mastiff makes an immediate second
bite attack as a bonus action.
ACTIONS
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 7 (1d6+3) piercing damage.
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