Large Beast, Any Evil Alignment
Armor Class 14 (natural armor)
Hit Points 37 (5d10 + 10)
Speed 50 ft.
STR
17 (+3)
DEX
15 (+2)
CON
15 (+2)
INT
3 (-4)
WIS
12 (+1)
CHA
7 (-2)
Skills Perception +6, Stealth +4
Senses Passive Perception 13
Languages --
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

Dark Devotion. The wolf has advantage on saving throws against being charmed or frightened.

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 its allies is within 5 feet of the creature and the ally isn't incapacitated.

Domain Misty Escape. When it drops to 0 hit points outside its resting place, the wolf transforms into a cloud of smoky mist instead of falling unconscious, provided that it is within its masters domain. If it can’t transform, it is destroyed. While it has 0 hit points in mist form, it can’t revert to its wolf form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to its wolf form. It is then paralyzed until it regains at least 1 hit point. After spending 1 hour in its resting place with 0 hit points, it regains 1 hit point.

Actions

Multiattack. The wolf makes two attacks: one with its bite and one with its claws.

Bite. Melee Weapon Attack: +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.

Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 7 (2d4 + 2) slashing damage.

Bonus Actions

Shadow Stealth. While in dim light or darkness, the wolf can take the Hide action as a bonus action.

Unsettling Howl (Recharge 6). Each creature of the wolf's choice that is within 60 feet of the wolf and can hear it must succeed on a DC 14 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to that wolf's Unsettling Howl for the next 24 hours.

Reactions

Swarm the Prey. As an reaction, the wolf can move up to half its moment towards a prone enemy. If the target is within 5ft of it, then it can make a bite attack. The target has to make a DC 16 Strength saving throw or be grappled; more than one wolf can grapple an enemy and if so the target has to break that many grapples to be freed.

Reflexive Dodge. As an reaction, the wolf adds 4 to its AC against any attack that would hit it and move 5ft away from where the wolf was standing without provoking attack of opportunity.

Description

The vampire has many of familiars to protect its domain and the wolves are among the most useful. Vampire Familiar (Wolf) is as large as a dire wolf but has onyx fur and pale red eyes as their teeth are yellows and unnatural angular. Their paws are massive with their overgrown nails angular and sharp like talons.

These wolves are more furious than regular since they know if they are destroy they will return to their place of rest within their master's domain. Unless ordered to kill, their main duties are to roam their master's domain to be spies or protect certain locations and to cause fear and despair into any trespassers that have found themselves lost with the domain.  

Monster Tags: Misc Creature

Habitat: ForestHill

Stalbu