{"name":"Shadow Mastiff","challenge_rating":"2","xp":"450","types":"Monstrosity","pb":"+2","size":"Medium","sizer":"NONE","languages":"","alignment":"Neutral Evil","description":"These black hounds of the Shadowfell move invisibly through the shadows, always on the hunt. In gloomy places where the veil between the Shadowfell and the Material Plane is thinnest, they can cross over into the dark realms of the world.\r\n\r\n[b]Ravenous Lurkers[\/b]. Shadow mastiffs hunt in packs on the Shadowfell, so when one of them enters a rift between the planes, several more are sure to follow. Each pack is led by an alpha (male or female) that is the smartest and toughest one of the group. The alpha must remain sharp to keep the rest of the pack in line, lest it be killed and replaced.\r\n[in]When a shadow mastiff pack is hungry and senses prey nearby, the alpha lets loose a howl that strikes fear into the hearts of nearby beasts and humanoids. Its howl is also a signal to the rest of the pack to move in for the kill. Gloom provides a shadow mastiff with supernatural protection, granting it resistance to nonmagical weapons while in dim light or darkness. Shadow mastiffs can tolerate bright light, but they shun sunlight.[\/in]\r\n\r\n[b]Summoned for Service[\/b]. Some faiths devoted to deities of gloom and night, such as Shar in the Forgotten Realms, perform unholy rites to summon shadow mastiffs from the Shadowfell and then put them to work as temple sentinels, bodyguards, and punishers of nonbelievers, heretics, and apostates. The method for bringing shadow mastiffs into the world is also known by other strong-willed and evil-minded individuals, who find use for the hounds as guards in their strongholds.\r\n\r\n[b]Ethereal Sight[\/b]. In addition to its other capabilities, a shadow mastiff can see creatures and objects on the Ethereal Plane. This extraplanar perception makes a mastiff an especially skilled guardian, especially in situations when magical or spiritual incursion is likely.","suggested_environments":"Forest, Hill, Swamp","armor_class":"12","hit_points":"33","strength":"16","dexterity":"14","constitution":"13","intelligence":"5","wisdom":"12","charisma":"5","base_movement_units":"","base_movement_in_ft":"40","fly_movement_in_ft":"","burrow_movement_in_ft":"","swim_movement_in_ft":"","climb_movement_in_ft":"","senses":"[tooltip:If you have Darkvision, you can see in Dim Light within a specified range as if it were Bright Light and in Darkness within that range as if it were Dim Light. You discern colors in that Darkness only as shades of gray.]Darkvision[\/tooltip] 60ft., Passive Perception 10","skills":"Perception +3, Stealth +6","saving_throws":"","damage_vulnerabilities":"","damage_resistances":"Nonmagical Bludgeoning, Piercing, and Slashing (only in Dim Light or Darkness)","damage_immunities":"","condition_immunities":"","spellcasting":"","cast_at_will":"","cast_one_per_day":"","cast_twice_per_day":"","cast_thrice_per_day":"","special_abilities":"[b]Ethereal Awareness[\/b]. The shadow mastiff can see ethereal creatures and objects.\r\n\r\n[b]Keen Hearing and Smell[\/b]. The shadow mastiff has advantage on Wisdom (Perception) checks that rely on hearing or smell.\r\n\r\n[b]Shadow Blend[\/b]. While in dim light or darkness, the shadow mastiff can use a bonus action to become [tooltip:While you have the Invisible condition, you experience the following effects: Surprise (If you\u2019re Invisible when you roll Initiative, you have Advantage on the roll.), Concealed (You aren\u2019t affected by any effect that requires its target to be seen unless the effect\u2019s creator can somehow see you. Any equipment you are wearing or carrying is also concealed.), Attacks Affected (Attack rolls against you have Disadvantage, and your attack rolls have Advantage. If a creature can somehow see you, you don\u2019t gain this benefit against that creature.)]invisible[\/tooltip], 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 [tooltip:While you have the Incapacitated condition, you experience the following effects: Inactive (You can\u2019t take any action, Bonus Action, or Reaction.), No Concentration (Your Concentration is broken.), Speechless (You can\u2019t speak.), Surprised (If you\u2019re Incapacitated when you roll Initiative, you have Disadvantage on the roll.)]incapacitated[\/tooltip].\r\n\r\n[b]Sunlight Weakness[\/b]. While in bright light created by sunlight, the shadow mastiff has disadvantage on attack rolls, ability checks, and saving throws.","actions":"[b]Bite[\/b]. [i]Melee Weapon Attack[\/i]: +5 to hit, reach 5 ft., one target. [i]Hit[\/i]: 10 (2d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked [tooltip:While you have the Prone condition, you experience the following effects: Restricted Movement (Your only movement options are to crawl or to spend an amount of movement equal to half your Speed rounded down to right yourself and thereby end the condition. If your Speed is 0, you can\u2019t right yourself), Attacks Affected (You have Disadvantage on attack rolls. An attack roll against you has Advantage if the attacker is within 5 feet of you. Otherwise, that attack roll has Disadvantage.)]prone[\/tooltip].","bonus_actions":"","reactions":"","legendary_actions":"","lair_description":"","lair_actions":"","regional_effects":"","motivation":"","tactics":"","image_gallery_id":"6512280","source":"Volo's Guide to Monsters (p.190)","tags":"","templateId":"2991","blockId":"1560530","world":"f23bfee1-fef1-458a-9e5d-7b8dc747c3db","folder":"31402","isShared":"on"}