Homebrew, inspired by Shadow Mastiff (MPMM) and Dire Wolf (MM25)
Perception: +3, Stealth: +6
Darkvision 60 ft., Passive Perception 13
Pack Tactics. The wolf has Advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally doesn't have the Incapacitated condition.
Bite. Melee Attack Roll: +5, reach 5 ft. Hit: 8 (1d10 + 3) Piercing damage. If the target is a Large or smaller creature, it has the Prone condition.
Bay. The shadow mastiff uses an action to release a terrifying howl. Each creature within a 30-foot cone of the mastiff must succeed on a DC 13 Wisdom saving throw or become frightened for 1 minute. While frightened, a creature must take the Dash action and move away from the mastiff by the safest available route on each of its turns, unless there is nowhere to move. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Bay of shadow mastiffs for the next 24 hours.
Shadow Stealth. As a bonus action while in dim light or darkness, the mastiff takes the Hide action.
Shunning sunlight, these hounds of the Shadowfel are usually met as a pack. Some faiths devoted to deities of gloom and night, perform unholy rites to summon shadow mastiffs to work as temple sentinels and bodyguards.
AN: Adjusted for summoned version.
Created for Dungeon Masters and Game Masters, World Anvil has everything you need to build your own homebrew RPG campaign setting, and run your games, either online or around the table!
Take the first step. Create your account. Your world and characters await!