Large Beast, Unaligned
Armor Class 14 (natural armor)
Hit Points 32 (4d8 + 2)
Speed 60 ft., Climb 30 ft., Swim 30 ft.
STR
17 (+3)
DEX
15 (+2)
CON
18 (+4)
INT
10 (+0)
WIS
12 (+1)
CHA
10 (+0)
Saving Throws STR +5, DEX +4, CON +6
Skills Acrobatics +4, Perception +3, Stealth +4
Damage Resistances Necrotic
Senses Blindsight 15 feet, Darkvision up to 120ft, Passive Perception 13
Languages Common, Draconic, Telepathy only with the owner --
Challenge 2 (450 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 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.

(Blood) Regeneration. The Blood Wolf regenerates 5 HP at the end of it's turn. This ability can only be used if the Blood Fang Wolf has damaged a creature this combat encounter. 

Actions

Multi-attack- The Blood Wolf makes two attacks, only one of which can be a bite attack.

Bite. Melee Weapon Attack: +5 (1d20+5) to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

Claw Melee Weapon Attack: +5 (1d20+5) to hit, reach 5 ft., one target. Hit: 10 (1d8 + 3) piercing damage. If the target is a creature, roll (2d8 +3)

Transfusion. The Blood wolf leaps into a target 10 ft. from it, healing it for 2 x Hemocraft Die +4 hit points. The Blood Wolf can not use this ability until long rest. 

Blood Flame Breath (2 charges per long rest). The blood wolf exhales a blast of crimson red blood on fire in a 20-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 11 (3d8) fire and 11 (3d8) necrotic damage on failed save, or half as much damage on a successful one. takes 1d6 damage from using his blood. 

(Blood) Chains of the Fallen. The Blood Wolf let's out a howl and a creature that it targets must make a DC 13 Constitution saving throw or be Restrained. The creature takes 11 (2d10) necrotic damage at the start of it's turn. A creature can use an action to make a DC 13 Constitution saving throw to remove the chains.

Reactions

(Blood) Howl of the Fallen (1/Day). When damaged the Blood Fang Wolf can use it's reaction to let out a howl. All creatures within 20 ft of the Blood Fang Wolf must make a DC 13 Constitution Saving throw or be Stunned until the start of the Blood Fang Wolf's next turn.

Description

Blood red fur with black mixed in. Bright blood-red eyes.

Monster Tags: Misc Creature

Habitat: ForestHill

JuJuGator7

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