Shapechanger. If the vampire isn't in sunlight or running water, it can use its action to polymorph into a medium wolf or a Medium cloud of swirling ash, or back into its true form.
While in wolf form, the vampire can't speak, its walking speed is 40 feet. Its statistics, other than its size and speed, are unchanged. Anything it is wearing transforms with it, but nothing it is carrying does. It reverts to its true form if it dies.
While in the form of swirling ash the vampire can't take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 5 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, the swirling ash can do so without squeezing, and it can’t pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage, except the damage it takes from sunlight.
Regeneration. The vampire regains 10 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampire's next turn.
Vampire Weaknesses. The vampire has the following flaws:
Forbiddance. The vampire can't enter a residence without an invitation from one of the occupants.
Harmed by Running Water. The vampire takes 20 acid damage when it ends its turn in running water.
Stake to the Heart. The vampire is destroyed if a piercing weapon made of wood is driven into its heart while it is incapacitated in its resting place.
Sunlight Hypersensitivity. The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.
Multiattack. The vampire makes two attacks, only one of which can be a bite attack.
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 8 (2d4 + 3) slashing damage. Instead of dealing damage, the vampire can grapple the target (escape DC 13).
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 6 (1d6 + 3) piercing damage plus 7 (2d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
Bite. (Wolf form only) Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage plus 3 (2d6) necrotic damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.
Devour. (Wolf form only) Melee Weapon Attack: +4 to hit, reach 5 ft., one target that is prone. Hit: 7 (2d4 + 2) piercing damage plus 6 (2d6) necrotic damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
Description
The ash wolf spawn is most commonly found in wolf form. It is savage with little of its humanity left intact.