Keen Hearing and Smell. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell. The bloodhound is attracted to the smell of blood, and it will change its attacking behavior if a large quantity of blood is available.
Pack Tactics. The wolf 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.
Blood Drinker. After a successful bite attack, the bloodhound will wrap its tongue around the bite would of its prey and begin drinking its blood. The blood hound will regain 1d4 health for every turn it is not damaged or an action is not taken to remove the tongue.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d6 + 2) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked [condition]prone[/condition\]
Blood Vomit. Target must make a dexterity saving throw DC 16 or be covered in a blood bile. The target takes 2d6 acid damage. This ability must recharge for 3 rounds. 15 cone
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