Blood Frenzy. The cruorhound has advantage on melee attack rolls against any creature that doesn't have all of its hit points, except constructs and undead.
Dark Resilience. The cruorhound has advantage on Constitution saving throws. In addition, its hit point maximum cannot be lowered.
Keen Hearing and Smell. The cruorhound has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Multiattack. The cruorhound makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 5) piercing damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone.
Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 5) slashing damage.
Blood-curdling Howl (Recharge 6). The cruorhound lets out a terrifying and deafening howl, forcing each hostile creature within 30 feet of it to make a DC 16 Wisdom saving throw. On a failed save, a creature is frightened of the cruorhound for 1 minute. While frightened, a creature is also deafened. A frightened creature can reroll its saving throw at the end of each of its turns, ending the effect on a success.
Aggressive. As a bonus action, the cruorhound can move up to its speed toward a hostile creature that it can see.
Description
Created when normal wolves came into contact with the abyssal energy corrupting the region, cruorhounds are the apex predators of the Bloodmire. Though these ferocious canines prefer the ruddy swamps and marshlands of their home region, recent reports from nearby settlements claim that they've begun venturing out of the Bloodmire, attacking livestock as well as people.
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