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Shadow Mastiff Alpha

Medium monstrosity, Neutral Evil

Armor Class 12

Hit Points 44 (8d8 + 8)

Speed 40 ft.

STR 16 (+3)
DEX 14 (+2)
CON 13 (+1)
INT 6 (-2)
WIS 12 (+1)
CHA 5 (-3)

Skills Perception +5, Stealth +6

Damage Resistances [object Object]

Senses darkvision 60 ft., passive Perception 15

Languages

Challenge 3

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 5–6). 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.

Bonus Actions

Shadow Blend. 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.

Source

Mordenkainen Presents: Monsters of the Multiverse, p. 215