Black Dog — Unseelie Shadow Hound and Forsaken Harbinger

Unseelie hunting hound · Shadow-blending magical beast · Omen of lonely roads
At a Glance
| Creature | Black dog, a shadow-stalking hound; the Forsaken Harbinger is a rarer fey death-omen. |
|---|---|
| Size and type | The common Black Dog is a Medium monstrosity in 5e and a Medium magical beast in Pathfinder 1e and 3.5e. The separate Forsaken Harbinger is a Large Fey in every edition. |
| Temperament | Patient, territorial, predatory; sometimes trained by the unseelie. |
| Combat role | Stalker, flanker, fear-inducing pack hunter. |
| Signature | Shadow Blend, keen scent, tripping bite and dreadful gaze. |
| Habitat | Forests, misty roads, heaths, marshes and wooded boundaries. |
| Campaign Range | England including East Anglian roads; Scottish Borders and Dartmoor for related local hounds. |
| Challenge | 5.5e CR 3; 5e CR 3; PF1e CR 2; 3.5e CR 3. The distinct Forsaken Harbinger is CR 11 in all four editions. |
Rules by Edition
The everyday black dog is a cunning supernatural predator. The more dangerous Forsaken Harbinger appears farther below with its own four-edition Fey stat blocks.
Black Dog — D&D 5.5e / 2024
Medium Monstrosity, Neutral Evil
AC 15 (natural armour)
HP 60 (8d8 + 24)
Speed 50 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 16 (+3) | 16 (+3) | 16 (+3) | 5 (−3) | 14 (+2) | 10 (+0) |
Skills Perception +4, Stealth +7
Condition Immunities Charmed
Senses Darkvision 60 ft., Passive Perception 14
Languages understands Sylvan, cannot speak
CR 3 (700 XP; PB +2)
Traits
Keen Hearing and Smell. The dog has advantage on Wisdom (Perception) checks relying on hearing or smell.
Shadow Blend. While in dim light or darkness, the dog has advantage on Dexterity (Stealth) checks and can take the Hide action as a bonus action. Bright light suppresses this benefit.
Trackless Passage. The dog leaves no mundane trail and cannot be tracked by nonmagical means unless it chooses.
Actions
Multiattack. The dog makes two Bite attacks.
Bite. Melee Attack Roll: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) Piercing damage plus 5 (2d4) Necrotic damage. The target must succeed on a DC 13 Strength saving throw or have the Prone condition if it is Large or smaller.
Dreadful Gaze (Recharge 5–6). One creature within 30 feet that can see the dog must succeed on a DC 13 Wisdom saving throw or be frightened of the dog until the end of its next turn. On a success, it is immune to this dog’s gaze for 24 hours.
Tactics. A solitary dog isolates the rear traveller; packs surround a target. It flees into cover when hurt, unless defending young or obeying a master.
Black Dog — D&D 5e / 2014
Medium monstrosity, Neutral Evil
Armor Class 15 (natural armour)
Hit Points 60 (8d8 + 24)
Speed 50 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 16 (+3) | 16 (+3) | 16 (+3) | 5 (−3) | 14 (+2) | 10 (+0) |
Skills Perception +4, Stealth +7
Condition Immunities Charmed
Senses Darkvision 60 ft., Passive Perception 14
Languages understands Sylvan, cannot speak
CR 3 (700 XP; PB +2)
Traits
Keen Hearing and Smell. The dog has advantage on Wisdom (Perception) checks relying on hearing or smell.
Shadow Blend. While in dim light or darkness, the dog has advantage on Dexterity (Stealth) checks and can take the Hide action as a bonus action. Bright light suppresses this benefit.
Trackless Passage. The dog leaves no mundane trail and cannot be tracked by nonmagical means unless it chooses.
Actions
Multiattack. The dog makes two Bite attacks.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) Piercing damage plus 5 (2d4) Necrotic damage. The target must succeed on a DC 13 Strength saving throw or be knocked prone if it is Large or smaller.
Dreadful Gaze (Recharge 5–6). One creature within 30 feet that can see the dog must succeed on a DC 13 Wisdom saving throw or be frightened of the dog until the end of its next turn. On a success, it is immune to this dog’s gaze for 24 hours.
Tactics. A solitary dog isolates the rear traveller; packs surround a target. It flees into cover when hurt, unless defending young or obeying a master.
Black Dog — Pathfinder 1e
CR 2; XP 600 · NE Medium magical beast
Init +3; Senses darkvision 60 ft., low-light vision, scent; Perception +8
Defense
AC 15, touch 13, flat-footed 12 (+3 Dex, +2 natural)
hp 13 (2d10 + 2)
Fort +4; Ref +6; Will +2
Immune enchantment effects
Offense
Speed 50 ft.
Melee bite +3 (1d6+1 plus trip)
Special Attacks trip
Spell-Like Abilities CL 2nd; concentration +2; at will—pass without trace; 1/day—cause fear (DC 11), faerie fire, magic fang
Statistics
Str 13; Dex 17; Con 13; Int 5; Wis 14; Cha 10
Base Atk +2; CMB +3; CMD 16 (20 vs. trip while standing on four legs)
Feats Alertness
Skills Perception +8, Stealth +13, Survival +2 (+6 when tracking by scent). Stealth includes a +6 racial bonus.
Languages understands Sylvan, cannot speak
Ecology
Environment temperate or cold land; forest, moor and shadowed roads
Organization solitary, pair, or pack (7–16)
Treasure incidental or trophies taken from victims
Special Abilities
Shadow Blend (Su). In conditions other than full daylight, the dog has total concealment (50% miss chance). Artificial illumination does not suppress it; direct sunlight or the daylight spell does.
Trip (Ex). A bite hit permits a trip combat maneuver as a free action without provoking an attack of opportunity. On failure, the target cannot attempt to trip the dog in return.
Scent (Ex). The hound can follow scent trails. Its +4 racial bonus on Survival applies when tracking by scent.
Tactics. The dog casts cause fear to scatter a group, trips the weakest isolated prey, and fades into shadow when threatened.
Pathfinder adaptation of the smaller unseelie hound; not an official published monster.
Black Dog — D&D 3.5e
Medium Magical Beast
Hit Dice 2d10+2 (13 hp)
Initiative +3
Speed 50 ft. (10 squares)
Armor Class 15 (+3 Dex, +2 natural), touch 13, flat-footed 12
Base Attack/Grapple +2/+3
Attack Bite +3 melee (1d6+1)
Full Attack Bite +3 melee (1d6+1)
Space/Reach 5 ft./5 ft.
Special Attacks Trip, spell-like abilities
Special Qualities Darkvision 60 ft., low-light vision, scent, immunity to enchantment, shadow blend
Saves Fort +4, Ref +6, Will +2
Abilities Str 13, Dex 17, Con 13, Int 5, Wis 14, Cha 10
Skills Hide +4, Listen +5, Move Silently +10, Spot +5, Survival +3 (+7 tracking by scent)
Feats Alertness
Environment Temperate or cold land
Organization Solitary, pair, or pack (7–16)
Challenge Rating 3
Treasure Standard
Alignment Always neutral evil
Advancement 3 HD (Medium); 4–6 HD (Large)
Level Adjustment —
Combat
Trip (Ex). A dog that hits with its bite can make a trip attempt as a free action without a touch attack or an attack of opportunity. If it fails, the target cannot trip the dog in response.
Spell-Like Abilities. At will—pass without trace; 1/day—cause fear (DC 11), faerie fire, magic fang; caster level 2nd.
Shadow Blend (Su). In conditions other than full daylight, a black dog gains total concealment (50% miss chance). Artificial illumination, even the light spell, does not negate it; daylight does.
Skills. +6 racial bonus on Move Silently; +4 racial bonus on Survival when tracking with scent.
A dog stalks victims for days and attacks stragglers; packs drive fleeing prey toward hidden packmates. Initiative and AC here reflect Dexterity 17. The older source’s 90% concealment is expressed as 3.5e total concealment.
Black Dog
The black dog is a large hound whose obsidian coat seems to swallow the light. Its yellow eyes fix upon a traveller with the intelligence of a thinking hunter. At a distance it is silent and indistinct; only when it steps forward do the pale glint of its teeth and the shape of its cold-iron-coloured talons become clear.
Its supernatural powers are as useful for stalking as for killing. The hound passes where others leave footprints, circles a camp without disturbing its fires and chooses the moment when companions have drifted apart. Many are used as hunting beasts by unseelie faeries.
Where Black Dogs Are Found
Wild dogs roam secluded roads, bleak woodland, mist-covered heaths and the borders of the fey domains in England. In isolated settlements, missing sheep and strange marks on gates are more common than a clear sighting. A black dog may nest among roots beneath a fallen oak or shelter in an abandoned earthwork, never far from a route travelled by living prey.
Black dogs are not the same creature as Black Shuck, the named East Anglian apparition. Neither should they be confused with a barghest or hell hound.
Behaviour
A hungry black dog may watch a chosen traveller for days, waiting until they walk alone or let their horse fall behind. A well-fed animal keeps to its territory and is more likely to threaten intruders than pursue them. A trained hound responds to the commands of its fey master, following a particular scent even when easier prey passes nearby.
These predators are clever enough to recognise a trap. They become bolder when a pack is nearby, more secretive when wounded, and dangerous when protecting young. They seldom attack a prepared party in full daylight.
If Violence Starts
The dog attempts to isolate the last traveller, attacks from the edge of the light and uses its bite to bring the prey down. Packs drive fugitives toward companions concealed farther along the road. If an attack fails and the dog is wounded, it retreats into deep shade and tries again later. A hound guarding its den fights longer; one serving a fey hunter may continue until called away.
Signs and Spoor
Birdsong ceases before the animal arrives. Travellers hear wet breathing behind them on an empty road, see eyes gleaming far above the height of an ordinary hound, or find a fresh carcass beside ground bearing no paw prints. In bright daylight the smell of wet fur and crushed grass is a surer sign than any spectral footprint.
Using the Black Dog in Play
- The lantern on the third night. A hound appears each time a roadside watch extinguishes its last light. It can be driven off by maintaining the fire, but someone has trained it to test the watch.
- The courier’s road. A pack drives a messenger into a gully toward two hounds waiting ahead. The players can break the chase, shelter the courier or follow the attackers to their den.
- The fey collar. A wounded dog bears an ancient hunting collar. Returning the beast to its master may purchase safe passage through a dangerous wood.
Encounter Scale
One CR 3 hound tests a low-level adventuring party, especially when it has darkness and a route of escape. A full pack can overwhelm such a group; foreshadow it with sounds, tracks and the possibility of evasion. The CR 11 Fey Forsaken Harbinger is an entirely different encounter for seasoned adventurers in any of the four supported editions.
After the Encounter
Wild hounds keep no coins. Their dens can hold buckles, broken blades and trinkets caught in the pelts of earlier victims. Those belonging to fey courts may wear identifiable collars or trophies linking them to a particular hunter.
Forsaken Harbinger — Greater Black Dog
A Forsaken Harbinger is a powerful fey omen of death, not the ghost of a dead animal. It comes from the shadowed hunting grounds of the unseelie, where mortal bargains and doomed journeys attract the notice of the Wild Hunt. It can cross the Ethereal Plane, stalk a chosen mortal, and bind a cursed spirit to its hidden domain. The Harbinger is a separate, much stronger creature than the ordinary black dog; choose the edition below for its CR 11 rules.
Forsaken Harbinger — D&D 5.5e / 2024
Large Fey, Chaotic Evil
AC 16 (supernatural hide)
Initiative +3 (13)
HP 136 (16d10 + 48)
Speed 50 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 20 (+5) | 16 (+3) | 16 (+3) | 10 (+0) | 14 (+2) | 20 (+5) |
Saving Throws Dex +7, Wis +6, Cha +9
Skills Intimidation +9, Perception +6, Stealth +7
Resistances Cold, Necrotic; Bludgeoning, Piercing, and Slashing from nonmagical attacks
Condition Immunities Charmed, Frightened
Senses Darkvision 120 ft., Passive Perception 16
Languages understands Common and Sylvan but cannot speak; telepathy 60 ft. with creatures that understand either language
CR 11 (7,200 XP; PB +4)
Traits
Fey Warding. The Harbinger has Advantage on saving throws against spells and other magical effects. It is neither Undead nor immune to ordinary healing or effects that target Fey.
Legendary Omen. A creature that first sees the Harbinger within 60 feet must succeed on a DC 17 Wisdom saving throw or suffer its omen for 24 hours. While cursed, the creature has Disadvantage on Death Saving Throws and on Wisdom (Perception) checks relying on sight or hearing. A creature that succeeds is immune to this Harbinger’s Legendary Omen for 24 hours. Remove Curse or similar magic ends the omen. If the creature dies while cursed, its spirit is held in the Harbinger’s hidden hunting ground until the curse ends, after which ordinary resurrection magic can function.
Shadowed Form. In Dim Light or Darkness, the Harbinger has Advantage on Dexterity (Stealth) checks and can take the Hide action as a Bonus Action.
Otherworldly Passage. As a Magic action, the Harbinger enters the Ethereal Plane from the Material Plane, or returns from it to an unoccupied space it can see within 60 feet.
Actions
Multiattack. The Harbinger makes two Bite attacks, or one Bite attack and one Howl of the Doomed if the howl is available.
Bite. Melee Attack Roll: +9, reach 5 ft. Hit: 27 (4d10 + 5) Piercing damage. The target makes a DC 17 Constitution saving throw. Failure: the target can’t regain Hit Points until the end of its next turn.
Howl of the Doomed (Recharge 5–6). Wisdom Saving Throw: DC 17, each enemy in a 60-foot Emanation that can hear the Harbinger. Failure: 36 (8d8) Psychic damage and the Frightened condition for 1 minute; a creature repeats the save at the end of each of its turns, ending Frightened on a success. Success: Half damage and no Frightened condition. A target that fails by 5 or more also can’t take Reactions until the end of its next turn.
Bonus Actions
Doom Stalker. The Harbinger marks one creature it can see within 60 feet for 1 minute. It has Advantage on Bite attacks against the marked creature, and that creature has Disadvantage on saving throws against the Harbinger’s Legendary Omen. The mark ends early if a new creature is marked.
Legendary Actions (3 per Round)
The Harbinger can take three Legendary Actions, choosing one option at a time immediately after another creature’s turn. It regains spent Legendary Actions at the start of its turn.
Shadow Step (Costs 1 Action). The Harbinger teleports up to 30 feet to an unoccupied space in Dim Light or Darkness it can see.
Lurking Dread (Costs 2 Actions). The Harbinger has the Invisible condition until it attacks, makes a creature make a saving throw, or ends its turn in Bright Light.
Spectral Pursuit (Costs 2 Actions). The Harbinger moves up to its Speed toward a Frightened creature it can see without provoking Opportunity Attacks.
Beyond the Veil (Costs 3 Actions; 1/Day). Charisma Saving Throw: DC 17, one creature within 30 feet. Failure: the creature is shunted into the Border Ethereal until the end of its next turn, then returns to its space or the nearest unoccupied space. Success: no effect.
Running the Harbinger
The Harbinger stalks first and attacks only once prey is isolated. In battle, it opens with its howl, hunts the marked creature and uses its legendary movement to remain just beyond pursuit.
Black Dog, Harbinger of the Forsaken
Large fey, chaotic evil
Armor Class 15 (Ethereal Resilience)
Hit Points 136 (16d10 + 48)
Speed 50 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 18 (+4) | 16 (+3) | 16 (+3) | 8 (−1) | 14 (+2) | 18 (+4) |
Saving Throws Dex +7, Wis +6, Cha +8
Skills Perception +8, Stealth +7, Intimidation +8
Damage Resistances cold, necrotic; bludgeoning, piercing and slashing from nonmagical attacks
Condition Immunities charmed, frightened
Senses darkvision 120 ft., passive Perception 18
Languages understands Common and Sylvan but cannot speak; telepathy 60 ft.
Challenge 11 (7,200 XP)
Traits
Legendary Omen. A creature that first sees the Harbinger within 60 feet must succeed on a DC 16 Wisdom saving throw or be cursed for 24 hours. While cursed, it has disadvantage on death saving throws and Wisdom (Perception) checks relying on sight or hearing. A successful save grants immunity to this Harbinger’s omen for 24 hours. Remove curse or greater restoration ends the omen. If the victim dies while cursed, its spirit is held in the Harbinger’s fey hunting ground until the curse is ended; ordinary resurrection magic can then function.
Shadowed Form. In dim light or darkness, the Harbinger has advantage on Dexterity (Stealth) checks and can take the Hide action as a bonus action.
Fey Warding. The Harbinger has advantage on saving throws against spells and other magical effects. It is not Undead and has none of the immunities granted solely by that creature type.
Ethereal Harbinger. As an action the dog can shift between the Material and Ethereal Planes. While ethereal it can see into the Material Plane within 60 feet and reappear in an unoccupied space within that range during movement.
Actions
Multiattack. The dog makes two Bite attacks or one Bite attack and uses Howl of the Doomed.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 26 (4d10 + 4) piercing damage. The victim must succeed on a DC 16 Constitution saving throw or be cursed for 1 minute and unable to regain hit points.
Howl of the Doomed (Recharge 5–6). Creatures within 60 feet that hear the howl make a DC 16 Wisdom saving throw, taking 36 (8d8) psychic damage and becoming frightened for 1 minute on a failure. Each can repeat the save at the end of its turns. A creature failing by 5 or more while below 50 hit points is also reduced to 0 hit points.
Bonus Actions
Doom Stalker. The Harbinger marks one visible creature within 60 feet for up to 1 minute. The Harbinger has advantage on attacks against that creature, and the target has disadvantage on saves against its Legendary Omen. The mark ends if either creature drops to 0 hit points or the Harbinger marks another creature.
Legendary Actions
The Harbinger has 3 legendary actions, spends one option at a time at the end of another creature’s turn, and regains them at the beginning of its own turn.
Shadow Step (1 Action). Teleport up to 30 feet to a visible unoccupied space in dim light or darkness.
Lurking Dread (2 Actions). Turn invisible while in dim light or darkness until it attacks or reveals itself.
Spectral Pursuit (2 Actions). Move up to its speed toward a frightened creature without provoking opportunity attacks.
Howl of the Abyss (3 Actions; Recharge 6). Creatures within 30 feet must succeed on a DC 16 Charisma saving throw or be transported to the Ethereal Plane for 1 minute. They repeat the saving throw at the end of each turn, returning on success.
Tactics and Lair
The Harbinger stalks a victim from the Ethereal Plane, opens with a howl and teleports to the most vulnerable target. When it occupies a lair for a month, clouded skies, distant howls and gathered crows appear within six miles. Sleepers there must succeed on a DC 15 Wisdom save or suffer nightmares preventing the benefits of a long rest. These effects fade 1d10 days after its destruction.
Forsaken Harbinger — Pathfinder 1e
CR 11; XP 12,800 · CE Large fey
Init +9; Senses darkvision 120 ft., low-light vision, scent; Perception +29
Defense
AC 26, touch 15, flat-footed 20 (+5 Dex, +11 natural, +1 dodge, −1 size)
hp 152 (16d6 + 96)
Fort +13; Ref +15; Will +16
Defensive Abilities fey warding (+4 on saving throws against mind-affecting effects); shadow blend
DR 10/cold iron; Resist cold 10
Offense
Speed 50 ft.
Melee bite +19 (2d8+11 plus 2d6 cold and withering bite), 2 claws +16 (1d8+5)
Space 10 ft.; Reach 5 ft.
Special Attacks doom howl, doom mark, legendary omen
Spell-Like Abilities CL 16th; concentration +20. At will—pass without trace; 3/day—dimension door (only between areas of shadow); 1/day—ethereal jaunt.
Statistics
Str 32; Dex 20; Con 22; Int 12; Wis 18; Cha 18
Base Atk +8; CMB +20; CMD 36 (includes +1 dodge bonus)
Feats Blind-Fight, Dodge, Great Fortitude, Improved Initiative, Iron Will, Multiattack, Skill Focus (Perception), Weapon Focus (bite)
Skills Acrobatics +24, Bluff +23, Knowledge (nature) +20, Perception +29, Sense Motive +23, Stealth +20 (+24 in dim light or darkness), Use Magic Device +23
Languages understands Common and Sylvan; cannot speak; telepathy 60 ft.
Ecology
Environment shadowed fey roads, deep woodland and misty moors
Organization solitary (unique herald)
Treasure standard; trophies and gifts of a fey court
Special Abilities
Shadow Blend (Su). In dim light or darkness, the Harbinger has concealment (20% miss chance) and a +4 racial bonus on Stealth checks. In total darkness or deep magical shadows it has total concealment (50% miss chance); true seeing negates the concealment granted by this ability.
Withering Bite (Su). A creature damaged by the bite must succeed on a DC 22 Fortitude save or be unable to regain hit points for 1 round. This is a curse effect; the save DC is Charisma-based.
Doom Howl (Su). Once every 1d4 rounds, as a standard action, the Harbinger releases a 60-foot burst audible to living creatures. Creatures that can hear it take 8d6 sonic damage and become frightened for 1 round, then shaken for 1 minute; a DC 22 Will save halves the damage and negates the fear. The DC is Charisma-based.
Legendary Omen (Su). A creature first seeing the Harbinger within 60 feet must succeed on a DC 22 Will save or suffer a −2 penalty on saving throws against its fear and curse abilities for 24 hours. A success grants immunity to that Harbinger’s omen for 24 hours. Remove curse ends this effect; the DC is Charisma-based.
Doom Mark (Su). As a swift action, the Harbinger marks one creature it can see within 60 feet for 1 minute. It gains a +2 bonus on attack rolls against the target; only one target can be marked at a time.
Tactics
Before Combat. The Harbinger tracks prey through shadows, avoids cold-iron hunters and chooses an isolated victim. During Combat. It howls, marks its prey and makes a full attack if cornered; otherwise it strikes and retreats. Morale. It withdraws by dimension door or ethereal jaunt if reduced below 40 hit points or if it cannot fulfil the terms of its hunt.
The Harbinger slips away from cold-iron weapons when it can, but never willingly abandons a quarry once a fey court has claimed the hunt.
Forsaken Harbinger — D&D 3.5e
Large Fey (Chaotic Evil)
Hit Dice 16d6+96 (152 hp)
Initiative +9
Speed 50 ft. (10 squares)
Armor Class 25 (+5 Dex, +11 natural, −1 size), touch 14, flat-footed 20
Base Attack/Grapple +8/+23
Attack Bite +19 melee (2d8+11 plus 2d6 cold and withering bite)
Full Attack Bite +19 melee (2d8+11 plus 2d6 cold and withering bite) and 2 claws +16 melee (1d8+5)
Space/Reach 10 ft./5 ft.
Special Attacks Doom howl, doom mark, legendary omen, withering bite, spell-like abilities
Special Qualities Darkvision 120 ft., low-light vision, scent, damage reduction 10/cold iron, cold resistance 10, shadow blend, fey warding
Saves Fort +13, Ref +15, Will +16
Abilities Str 32, Dex 20, Con 22, Int 12, Wis 18, Cha 18
Skills Bluff +23, Hide +20 (+24 in shadows), Listen +23, Move Silently +24, Sense Motive +23, Spot +23, Use Magic Device +23
Feats Dodge, Great Fortitude, Improved Initiative, Iron Will, Multiattack, Weapon Focus (bite)
Environment Misty moors, shadowed fey roads and old forests
Organization Solitary
Challenge Rating 11
Treasure Standard
Alignment Always chaotic evil
Advancement 17–20 HD (Large); 21–32 HD (Huge)
Level Adjustment —
Combat
Shadow Blend (Su). In shadowy illumination, the Harbinger has concealment (20% miss chance) and a +4 racial bonus on Hide checks; in darkness it has total concealment (50% miss chance). True seeing negates concealment granted by this ability.
Fey Warding (Su). The Harbinger has a +4 racial bonus on saving throws against mind-affecting effects. It has no undead traits.
Withering Bite (Su). A creature damaged by the bite must succeed on a DC 22 Fortitude save or be unable to regain hit points for 1 round. The saving throw is Charisma-based.
Doom Howl (Su). Once every 1d4 rounds, as a standard action, the Harbinger unleashes a 60-foot burst audible to foes. Those who hear it take 8d6 sonic damage and become frightened for 1 round, then shaken for 1 minute. A DC 22 Will save halves damage and negates the fear. The saving throw is Charisma-based.
Legendary Omen (Su). A creature first seeing the Harbinger within 60 feet must succeed on a DC 22 Will save or take a −2 penalty on saves against its fear and curse abilities for 24 hours. A creature that succeeds is immune to that Harbinger’s omen for 24 hours. Remove curse ends the omen.
Doom Mark (Su). As a swift action, the Harbinger marks a visible creature within 60 feet for 1 minute, gaining a +2 bonus on its attack rolls against the target. It can mark only one creature at a time.
Spell-Like Abilities. At will—pass without trace; 3/day—dimension door (only between shadows); 1/day—ethereal jaunt. Caster level 16th.
Scent (Ex). The Harbinger can follow its quarry by smell and detect creatures concealed by ordinary darkness.
Tactics. The Harbinger separates victims with its howl, then makes bite-and-claw attacks against the marked target. It retreats to the Ethereal Plane rather than risk destruction where cold iron is present.
The Harbinger waits beyond the lantern light and returns to a marked road when its quarry least expects the hunt to resume.
Myth and Historical Context
Supernatural black dogs recur across British folklore. Some are omens of death; others guard lonely travellers or dangerous roads. Later written traditions describe regional apparitions in very different ways. They should not all be treated as one breed, nor should later historical sightings automatically become events in an earlier campaign.
The Black Shuck entry deals with one named East Anglian tradition. Compare the Norfolk Record Office account of Black Shuck and the black-dog historical archive for dated testimonies and later retellings.
Illustrations
Additional depictions of the hound:


Related Monsters, Places and Magic
Magical Beasts · Black Shuck · Barghest · Hell Hound · Cŵn Annwn · Hoary Hunter · Pass without Trace · Scent · England.
Sources and Rules Notes
The original 3.5e black dog was credited to Krishnath on the EN World forums. Its description, spell-like abilities and combat behaviour are retained. The original D&D 5e/2014 Forsaken Harbinger has been retained and changed to Fey, with separate new D&D 2024, Pathfinder 1e and D&D 3.5e adaptations of its high-level abilities. The 2024, smaller 2014 and Pathfinder 1e hound statistics are new campaign adaptations, not official published monsters.
For edition consistency, Dexterity 17 yields initiative +3 and AC 15 in 3.5e. The original 90% shadow concealment is represented by that edition’s total concealment (50% miss chance), not a separate unsupported percentage.
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