Large Monstrosity, Chaotic Evil
Armor Class 17 (natural armor)
Hit Points 215 (6d10 + 6)
Speed 60 ft.
STR
16 (+3)
DEX
18 (+4)
CON
16 (+3)
INT
3 (-4)
WIS
12 (+1)
CHA
3 (-4)
Skills Intimidation +16, Perception +3, Stealth +12
Damage Resistances Cold; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Blinded, Frightened
Senses Tremorsense The blood wolf can sense up to 200 feet away and it is always active, Passive Perception 16
Languages --
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Keen Hearing and Smell. The blood wolf has advantage on Wisdom (Perception) checks that rely on hearing and smell

Blind. The blood Wolf has no pupils so it can not see.

Horrifying Visage. Any creature within 60 feet of the blood wolf and can see it must make a DC 16 Wisdom saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if bloodwolf is within line of sight.iff targets saving throw is successful or the effect ends on it, the being is immune to Horrifying Visage for 24 hours.

Actions

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (6d20 + 7) piercing damage. If the target is a creature, it must succeed on a DC 16 Strength or Dexterity saving throw or be grappled.

Description

Blood Wolves are very dangerous and are described as being ten times as deadly as a man. They have no pupils but compensate for this by laying low to the ground, feeling for even the slightest vibrations. Bony spikes protrude from their neck and back. Their name stems from their habit of rolling in the blood of their prey after they have killed it. Blood Wolves are highly territorial and will attack and kill any living thing which enters their domain.

Monster Tags: Misc Creature

Habitat: ForestGrasslandHill

hoytti

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