Medium Beast, Chaotic Neutral
Armor Class 14 (natural armor)
Hit Points 37 (5d10 + 10)
Speed 50 ft.
STR
17 (+3)
DEX
15 (+2)
CON
18 (+4)
INT
7 (-2)
WIS
12 (+1)
CHA
8 (-1)
Saving Throws STR +5
Skills Perception +3, Stealth +4
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Damage Immunities Psychic
Condition Immunities Charmed, Exhaustion, Frightened, Petrified
Senses Passive Perception 13
Languages Same as Blood Hunter's languages.
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Keen Hearing and Smell. The blood wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Pack Tactics. The blood wolf has advantage on an attack roll against a creature if at least one of the blood wolf's allies is within 5 feet of the creature and the ally isn't incapacitated.

Blood vessel. If the blood wolf is summoned while the Blood Hunter has a Crimson Rite applied, the blood wolf's attacks deal the damage type of that Crimson Rite. The damage type of the Crimson Rite stays for the duration of the Blood Wolf's summoning, even if the Blood Hunter changes their Crimson Rite while it is summoned.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 2 x Hemocraft Die +3 piercing damage (If not affected by a Crimson Rite). If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

Transfusion. The Blood wolf leaps into a target 10 ft. from it, healing it for 2 x Hemocraft Die +4 hit points. The Blood Wolf disappears after using this ability.

Monster Tags: Misc Creature

PatrickTurner

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