Black Shuck

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Black Dog, a supernatural dog that appears as an omen of great change. Date 2008 Author Liza Phoenix

Black Dog, a supernatural dog that appears as an omen of great change. Date 2008 Author Liza Phoenix

From Wikipedia, the free encyclopedia

Shuck is the name given to a ghostly black dog which is said to roam the Norfolk, Essex and Suffolk coastline. Black Shuck is sometimes referred to as the Doom Dog.

The legend

For centuries, inhabitants of England have told tales of a large black dog with malevolent flaming eyes  that are red or alternatively green. They are described as being 'like saucers'. According to reports, the beast varies in size and stature from that of simply a large dog to being the size of a horse.

Black Shuck is the inspiration for the Sherlock Holmes novel The Hound of the Baskervilles.

It is said that his appearance bodes ill to the beholder, although not always. More often than not, stories tell of Black Shuck terrifying his victims, but leaving them alone to continue living normal lives; in some cases it has supposedly happened before close relatives to the observer die or become ill. In other tales he's regarded to be relatively benign and said to accompany women on their way home in the role of protector rather than a portent of ill omen.

The spectre often haunts graveyards, sideroads, crossroads, near bodies of water and dark forests. Black Shuck is also said to haunt the coast road between West Runton and Overstrand.

Monster Encyclopaedia I: Ravagers of the Realms
Author August Hahn, Gareth Hanrahan, Lizard
Series Monster Encyclopaedia
Publisher Mongoose Publishing
Publish date 2004
Pages 256
ISBN 1-904854-62-1
OGL Section 15 me1
Content Puller {$content}

Netbook can be found on the following website

The Grand OGL Wiki

The material below is designated as Open Game Content

Black Shuck
Medium magical beast
Hit Dice 5d10+10 (37 hp)
Initiative +1
Speed 40 ft. (8 squares)
Armour Class 16 (+1 Dexterity, +5 natural), touch 11, flat-footed 14
Base Attack/Grapple +5/+8
Attack Bite +8 melee (1d8+4 plus trip)
Full Attack Bite +8 melee (1d8+4 plus trip)
Space/Reach 5 ft./5 ft.
Special Attacks Trip, savage
Special Qualities Fast healing 1, Low-Light Vision, Scent, shadow walk
Saves Fort +6, Ref +5, Will +3
Abilities Strength 16, Dexterity 12, Constitution 15, Intelligence 2, Wisdom 14, Charisma 13
Skills Hide +5, Listen +4, Move Silently +6, Spot +4, Survival +9*
Feats Alertness, Stealthy, TrackB
Environment Temperate forests and plains
Organisation Solitary
Challenge Rating 4
Treasure None
Alignment Usually neutral
Advancement 6–12 HD (Medium)
Level Adjustment

This is a big black dog, as dark as midnight. Its eyes gleam with an unnatural green light.

Black shucks are normally dismissed as folklore or peasant tales, but the eerie creatures have been encountered by adventurers in the oddest of places. Physically, they appear to be ordinary dogs such as pit bulls or wolfhounds, but their eyes glow slightly green in the darkness. Black shucks are associated with treasure troves, haunted sights, dungeons, ruins and druidic groves, leading some to believe that they are wardens of such dangerous places. They have been known to hunt down and kill travellers, but the locals tend to think ill of anyone killed by a black shuck. The general sentiment is that the fearsome hounds are beneficent in some fashion and anyone killed by one probably had it coming.

Attempts to capture black shucks are always fruitless, thanks to their ability to shadow walk. They may sometimes accompany a ranger or druid for a time, but are not true companions and only work towards their own cryptic ends. There is an unexplained enmity between black shucks and shadow mastiffs; travellers have sometimes come across the bodies of black dogs with their jaws locked on each other’s throats and watched in alarm as one body vanishes as daylight strikes it.


A black shuck prefers fighting opponents one at a time and so uses its shadow walk ability to divide and confuse foes, before pulling one down and tearing out his throat.

Fast Healing (Su): A black shuck automatically heals one hit point every round.

shadow walk (Su): A black shuck can shadow walk, as the spell, at will. It may walk for a maximum of ten minutes per day, so this ability is often used just to move from one random area to another rather than for actual travel. The travel must begin and end in an area of darkness or shadowy illumination.

Savage (Ex): A black shuck who is attacking a prone enemy may make a grapple attack on that target. This grapple attack requires a touch attack, but does not draw an attack of opportunity. The black shuck gains a +4 bonus to this grapple check. If the check succeeds, the victim is shaken for 2d6 points of damage and must make a Fortitude check (DC 15) to avoid being stunned for one round. The save DC is Strength-based.

Trip (Ex): A black shuck that hits its opponent with its bite attack can attempt to trip him as a free action (+3 bonus) without making a touch attack or drawing an attack of opportunity. If the attempt fails, the opponent cannot react to trip the black shuck.

Skills: A black shuck has a +4 racial bonus to Survival checks when tracking by Scent.

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