Pack Tactics. The Bloodwolf has advantage on attack rolls against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally isn't incapacitated.
Keen Hearing and Smell. The Bloodwolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Shadowlurker. The Bloodwolf has advantage on Dexterity (Stealth) checks used to hide in darkness and shadows. This advantage turns to disadvantage when in direct sunlight (magical or otherwise).
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with werewolf lycanthropy.
Howl. Unleashing a blood-curdling howl, all targets in a 20 ft. radius must succeed on a DC 12 Charisma saving throw or be paralyzed with fear on their next turn. All other bloodwolves within range take advantage on their next attack roll.
As a further result of the howl, 1d4 more bloodwolves (at DM discretion) will arrive at the sounce of the howl out of the darkness if the original wolf isn’t killed within two turns.
Description
A bloodwolf is a savage pack hunter that feeds on unsuspecting creatures under cover of darkness.
Being natural hosts of the lycanthropy curse, bite victims must seek immediate medical attention from a temple or healer or become afflicted with the disease in 1d4 hours.
Those afflicted with lycanthropy due to bloodwolf bite can never again be cured of the affliction after this time has run out.
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