Black Shuck
Large Fiend, chaotic evil. CR 11, AC 17, 157 HP. Traits: Blood Frenzy, Keen Hearing and Smell, Water Walker.
- Armor class
- 17
- Hit points
- 157
- Challenge
- 11
- Creature type
- Fiend
- Size
- Large
- Alignment
- chaotic evil
Stat block
- Cha
- 15
- Con
- 21
- Dex
- 16
- Int
- 14
- Str
- 19
- Wis
- 17
- Speed
- Walk: 50
- Senses
- darkvision 90', truesight 60', passive Perception 13
- Skills
- Perception: 3
- Actions
- Multiattack. Three Bites and can use Curse of the Grave or Fearsome Howl if available. If 2+ Bites hit a Med or smaller target black shuck sinks in its teeth shaking head violently. Target: DC 17 Str save or 7 (2d6) slashing damage and be thrown up to 15 ft. in random direction and knocked prone.
- Bite. Melee Weapon Attack: +8 to hit, 5 ft., one target, 13 (2d8+4) piercing damage and 10 (3d6) necrotic.
- Curse of the Grave. Glares at one creature it can see within 30' of it. Target: DC 17 Wis save or be cursed: disadvantage on next two death saves it makes in the next 7 days. Curse lasts until cursed creature has made two death saves until 7 days have passed or until it is lifted by a remove curse spell or similar magic.
- Fearsome Howl (Recharge 5-6). Howls a haunting tune. Each creature within 60' and can hear it: frightened until the end of its next turn (DC 17 Wis negates). A frightened creature concentrating on a spell must make DC 17 Con save or it loses concentration.
- Languages
- understands Abyssal and Common but can't speak
- Saving throws
- Wisdom: 7; Strength: 8; Dexterity: 7; Constitution: 9
- Damage immunities
- necrotic, poison; bludgeoning, piercing or slashing from nonmagical attacks not made with silvered weapons
- Special abilities
- Blood Frenzy. Has advantage on attack rolls vs. any creature that doesn't have all its hp.
- Keen Hearing and Smell. Has advantage on Wis (Perception) checks that rely on hearing or smell.
- Water Walker. Can move across the surface of water as if it were harmless solid ground. This otherwise works like the water walk spell.
- Damage resistances
- cold, fire, lightning
- Condition immunities
- charmed, frightened
Source and licence
From Tome of Beasts 3 (open content).
Licence: Open Game Content (OGL 1.0a).