Keen Hearing and Smell. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics. The wolf has advantage on an attack roll 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.
Shadow Camouflage. The wolf has advantage on Dexterity (Stealth) checks made to hide in natural terrain, low light, and darkness.
Caustic Blood. When the wolf take any type of damage that isn't psychic, each creature within 5 feet takes 2d8 acid damage.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone.
Ichorous Exhalation (Recharge 5–6). The wolf exhales a blast of ichorous fluid and gore in a 15-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw, taking 18 (4d8) acid damage on a failed save, or half as much damage on a successful one.
Description
Unstable experiments created in Barovia for Strahd's army by Ian Vladov. These bright crimson furred monstrosities have oversized teeth that stick out from their maw in all directions. Their dark red eyes, glinting with intelligence, constantly ooze blackened tears. In the night their strange yips and howls can be heard among the other wolves, underscored with the sounds of human-like screams. These foul creatures have vocal cords capable of limited speech, often luring victims off the path by calling for help in the voice of a woman or child. Adventurers beware, the blood of these creations is unholy and acidic, and wounding these creatures releases a spray of caustic ichor.
Comments