12
33 (6d8+6)
walk 40 ft.
Perception +3, Stealth +6
bludgeoning, piercing, slashing from nonmagical attacks while in dim light or darkness
darkvision 60 ft.
2
The shadow mastiff can see ethereal creatures and objects.
The shadow mastiff has advantage on Wisdom (Perception) checks that rely on hearing or smell.
While in dim light or darkness, the shadow mastiff can use a bonus action to become invisible, along with anything it is wearing or carrying. The invisibility lasts until the shadow mastiff uses a bonus action to end it or until the shadow mastiff attacks, is in bright light, or is incapacitated.
While in bright light created by sunlight, the shadow mastiff has disadvantage on attack rolls, ability checks, and saving throws.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
A shadow mastiff alpha has the statistics of a normal shadow mastiff, with the following modifications: • The alpha has above average (42–54) hit points. • It has an Intelligence of 6 (-2). • It has the Terrifying Howl action option described below. Terrifying Howl: The shadow mastiff howls. Any beast or humanoid within 300 feet of the mastiff and able to hear its howl must succeed on a DC 11 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 shadow mastiff's Terrifying Howl for the next 24 hours.
12
44 (8d8 + 8)
walk 40 ft.
Perception +5, Stealth +6
bludgeoning, piercing, and slashing from nonmagical attacks while in dim light or darkness
darkvision 60 ft.
—
3
+2
The shadow mastiff can see ethereal creatures and objects.
While in bright light created by sunlight, the shadow mastiff has disadvantage on attack rolls, ability checks, and saving throws.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
The shadow mastiff howls. Any Beast or Humanoid within 300 feet of it must succeed on a DC 11 Wisdom saving throw or be frightened of it 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 save is successful or the effect ends for it, the target is immune to any shadow mastiff's Terrifying Howl for the next 24 hours.
While in dim light or darkness, the shadow mastiff becomes invisible, along with anything it is wearing or carrying. The invisibility lasts until the shadow mastiff uses a bonus action to end it or until the shadow mastiff attacks, is in bright light, or is incapacitated.