Shadow Mastiff

Medium monstrosity, Neutral Evil

Armor Class

12

Hit Points

33 (6d8+6)

Speed

walk 40 ft.

Skills

Perception +3, Stealth +6

Damage Resistances

bludgeoning, piercing, slashing from nonmagical attacks while in dim light or darkness

Senses

darkvision 60 ft.

Challenge

2

Ethereal Awareness

The shadow mastiff can see ethereal creatures and objects.

Keen Hearing and Smell

The shadow mastiff has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Shadow Blend

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.

Sunlight Weakness

While in bright light created by sunlight, the shadow mastiff has disadvantage on attack rolls, ability checks, and saving throws.

Actions

Bite

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.

Variant: Shadow Mastiff Alpha

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.

Shadow Mastiff

Medium monstrosity, typically neutral evil

Armor Class

12

Hit Points

44 (8d8 + 8)

Speed

walk 40 ft.

Skills

Perception +5, Stealth +6

Damage Resistances

bludgeoning, piercing, and slashing from nonmagical attacks while in dim light or darkness

Senses

darkvision 60 ft.

Languages

Challenge

3

Proficiency Bonus

+2

Ethereal Awareness

The shadow mastiff can see ethereal creatures and objects.

Sunlight Weakness

While in bright light created by sunlight, the shadow mastiff has disadvantage on attack rolls, ability checks, and saving throws.

Actions

Bite

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.

Terrifying Howl (Recharge 6)

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.

Shadow Blend (Bonus Action)

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.