Large Fiend, Typically Chaotic Evil
Armor Class 19 (natural armor)
Hit Points 180 (18d10 + 40)
Speed 50 ft.
STR
16 (+3)
DEX
14 (+2)
CON
18 (+4)
INT
7 (-2)
WIS
8 (-1)
CHA
20 (+5)
Saving Throws CON +7, CHA +8
Skills Intimidation +7, Perception +5, Stealth +3
Damage Resistances Cold, Necrotic, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Condition Immunities Charmed, Frightened
Senses Passive Perception 15
Languages Abyssal, Common, Winter Wolf Abyssal, Wolf
Challenge 7 (2,900 XP)
Proficiency Bonus +3
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 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.

Actions

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. 

Bonus Actions

Disengage, dash 

Hide in the Shadow: Turn invisible while In a Shadowed area 

Shadowy Teleport: Teleport to a shadow within movement range.

Reactions

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.

 

 

 

Legendary Actions

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. 

Monster Tags: DemonShapechanger

Habitat: Forest

Willythejoke417

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