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Shadow Mastif, Conjured in Dungeons & Dragons 5e

Homebrew, inspired by Shadow Mastiff (MPMM) and Dire Wolf (MM25)

Shadow Mastif, Conjured CR: 1

Large monstrosity, neutral evil
Armor Class: 12
Hit Points: 33 (5d10+10)
Speed: 40 feet

STR

17 +3

DEX

14 +2

CON

14 +2

INT

4 -3

WIS

12 +1

CHA

7 -2

Skills:

Perception: +3, Stealth: +6

Senses:

Darkvision 60 ft., Passive Perception 13

Challenge Rating: 1 ( 100 XP)
Proficiency Bonus: +2

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.

Actions

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.

Bonus Actions

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.


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