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.
Night Camouflage. The wolf has advantage on Dexterity (stealth) checks made at night.
Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 15 (3d6 + 6) piercing damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone.
Blood Spue (Recharge 5–6). The wolf exhales a blast of Spue of Blood in a 15-foot cone and Takes Crimson Rite Damage of Host. Each creature in that area must make a DC 17 Charisma saving throw, taking 24 (6d8) Psychic damage on a failed save and speed is dropped to 0 and they have no reaction until the end of their next turn, or half as much damage on a successful one and no other effect.
Disengage, dash
Hide in the Shadow: Turn invisible while In a Shadowed area
Shadowy Teleport: Teleport to a shadow within movement range.
Hellish Rebuke at 4th level
Blood Curse of Eyeless 30ft impose disadvantage on failed Charisma DC 17
Legendary Resistance 3/day automatically succeed on a Ability Save.
3
Legendary Resistance
Legendary Actions
Actions:
Bite Attack 1 actions
Howl of Fear 2 actions All who fail a Charisma DC17 saving throw 30ft around wolf are frightened.
Description
Crimson wolves were once used as guardian creatures of the Moon weaver, but when Therazdun rose out of his prison during the Calamity the wolves were turned evil through intense fear and madness that they could not be controlled by any deity. They use the frightening Spue of Blood from their own body to cause those before them to flee or go mad.
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