THE SHARED REFERENCE Adventurer

Monster

Shadow Mastiff Alpha

Outside your table’s allowed sources

Official reference · MPMM · 2014

Creature type
Monstrosity
Size
Medium
Armor class
12
Hit points
44 (8d8 + 8)
Speed
Walk 40 ft.
Challenge rating
3
Alignment
Neutral Evil
Strength
16
Dexterity
14
Constitution
13
Intelligence
6
Wisdom
12
Charisma
5
Passive Perception
15
Skills
perception: +5; stealth: +6
Senses
darkvision 60 ft.
Resistances
resist: bludgeoning, piercing, slashing; note: from nonmagical attacks while in dim light or darkness; cond: True

Traits

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.

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.

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