Remove these ads. Join the Worldbuilders Guild

Volo's Guide to Monsters, Page 190

Shadow Mastiff CR: 1 (2 for Alpha)

Medium monstrosity, neutral evil
Armor Class: 12
Hit Points: 33 6d8+6
Speed: 40 ft , fly: 0 ft , burrow: 0 ft , swim: 0 ft , climb: 0 ft

STR

16 +3

DEX

14 +2

CON

13 +1

INT

5 -3

WIS

12 +1

CHA

5 -3

Skills: Perception +3, Stealth +6
Damage Vulnerabilities: Sunlight
Damage Resistances: Bludgeoning, Piercing, and Slashing from non magical attacks while in dim light or darkness
Senses: Darkvision 60ft., Passive Perception 13
Languages: -
Challenge Rating: 1 (2 for Alpha)

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 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 5ft., 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.

Regional Effects

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 l 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.

These black hounds of the Shadowfell move invisibly through the shadows, always on the hunt. In gloomy places where the veil between the Shadowfell and the Material Plane is thinnest, they can cross over into the dark realms of the world.

Ravenous Lurkers. Shadow mastiffs hunt in packs on the Shadowfell, so when one of them enters a rift between the planes, several more are sure to follow. Each pack is led by an alpha (male or female) that is the smartest and toughest one of the group. The alpha must remain sharp to keep the rest of the pack in line, lest it be killed and replaced.

When a shadow mastiff pack is hungry and senses prey nearby, the alpha lets loose a howl that strikes fear into the hearts of nearby beasts and humanoids. Its howl is also a signal to the rest of the pack to move in for the kill. Gloom provides a shadow mastiff with supernatural protection, granting it resistance to nonmagical weapons white in dim light or darkness. Shadow mastiffs can tolerate bright light, but they shun sunlight.

Summoned for Service. Some faiths devoted to deities of gloom and night, such as Shar in the Forgotten Realms, perform unholy rites to summon shadow mastiffs from the Shadowfell and then put them to work as temple sentinels, bodyguards, and punishers of nonbelievers, heretics, and apostates. The method for bringing shadow mastiffs into the world is also known by other strong-willed and evil-minded individuals, who find use for the hounds as guards in their strongholds.

Ethereal Sight. In addition to its other capabilities, a shadow mastiff can see creatures and objects on the Ethereal Plane. This extraplanar perception makes a mastiff an especially skilled guardian, especially in situations when magical or spiritual incursion is likely.

Suggested Environments

Shadowfell, Material Plane


Created by

Yikghigi.

Statblock Type

Monster

Link/Embed