# Black Shuck

*Large* *Fiend* *chaotic evil*

- **Armor Class:** 17 (natural armor)
- **Hit Points:** 157 (15d10+75)
- **Speed:** walk 50 ft.
- **Challenge Rating:** 11 (7,200 XP)
- **Source:** [Tome of Beasts 3](https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/) page 59

| STR | DEX | CON | INT | WIS | CHA |
| --- | --- | --- | --- | --- | --- |
| 19 (+4) | 16 (+3) | 21 (+5) | 14 (+2) | 17 (+3) | 15 (+2) |

- **Saving Throws**: Str +8, Dex +7, Con +9, Wis +7
- **Skills:** perception +3
- **Damage Immunities:** necrotic, poison; bludgeoning, piercing or slashing from nonmagical attacks not made with silvered weapons
- **Damage Resistances:** cold, fire, lightning
- **Condition Immunities:** charmed, frightened
- **Senses:** darkvision 90', truesight 60', passive Perception 13
- **Languages:** understands Abyssal and Common but can't speak

### 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.

### 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.

### Bonus Actions

- **Mist Stalker:** In dim light fog or mist it takes the Hide action.


