Shadow Mastiff AlphaMedium monstrosity
Ethereal Awareness. The shadow mastiff can see ethereal creatures and objects.
Keen Hearing and Smell. The shadow mastiff has advantage on Perception checks that rely on hearing or smell.
Sunlight Weakness. While in bright light created by sunlight, the shadow mastiff has disadvantage on attack rolls, ability checks, and saving throws.
Shadow Blend (1/turn). While in dim light or darkness, the shadow mastiff can become invisible, along with anything it is wearing or carrying. The invisibility lasts until the shadow mastiff attacks, is in bright light, is incapacitated, or ends it on its turn (no action required).
Terrifying Howl (1/turn). The shadow mastiff howls. Any animal or humanoid within 100 meters of the mastiff and able to hear its howl must succeed on a Difficulty 11 Will saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target’s saving throw is successful or the effect ends for it, the target is immune to any shadow mastiff’s Terrifying Howl for the next 24 hours.
No concoctions, maneuvers, or spells
All creatures in this system should have maneuvers or spells. You should add some maneuvers or spells to this creature. If you do so, please make a suggestion on github so I can finish adding maneuvers and spells to all creatures via https://github.com/mlenser/kryx-rpg-issues/issues/9.