Medium Beast, Unaligned
Armor Class 13 (natural armor)
Hit Points 20 (2d8 + 2)
Speed 40 ft.
STR
12 (+1)
DEX
15 (+2)
CON
12 (+1)
INT
15 (+2)
WIS
12 (+1)
CHA
6 (-2)
Skills Perception +3, Stealth +4
Senses Passive Perception 13
Languages --
Challenge 1/4 (50 XP)
Proficiency Bonus +2
Traits

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 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.

All Bones.  The wolf can restore any limb or other bone after being detached or destroyed by simply finding a suitable skeletal wolf/dog replacement, then using an action to attach it.

Darkvision.  The wolf  can see in darkness (shades of gray) up to 60 ft.
Undeath.  The wolf counts as an undead creature for all spells and abilities that affect the undead. It is immune to disease, poison damage, and the poisoned condition. It treats it's exhausting as if it were one level less. It does not need to eat or breath.  It survives off alcohol.
 
Bone Pile.  When the wolf would normally take attack damage that would result in it having 0 hit points, instead as a reaction it takes the form of a pile of bones with 1 hit point remaining. While in this form it is now considered prone, and is under a similar effect to the feign death spell. While under this condition, it is unable to move or take actions other than using an action to end this effect. It can't use this feature again until it finishes a long rest.
Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.

Monster Tags: Misc Creature

Habitat: ForestGrasslandHill

RockinDragonz

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