Large Beast, Unaligned
Armor Class 14 (natural armor)
Hit Points 47 (7d10 + 10)
Speed 50 ft.
STR
17 (+3)
DEX
15 (+2)
CON
15 (+2)
INT
3 (-4)
WIS
12 (+1)
CHA
7 (-2)
Skills Perception +3, Stealth +4
Senses Passive Perception 13
Languages --
Challenge 3 (700 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.

Actions

Rending Bite. Melee Weapon Attack: +5 to hit, reach 5ft., one target, Hit: 10 (2d6+3) piercing damage.  If the target is a creature and not a construct or an undead, the creature must make a DC 14 Constitution saving throw or lose 5 (1d10) from bleeding, this damage occurs additionally at the start of the affected creature's turn.  Each time the bleeding creature is attacked by an Azic Wolf, the damage increases by 5 (1d10).  Any creature can take an action to stanch the wound with a successful DC 12 Wisdom (Medicine) check. The wound also closes if the target receives magical healing.

Reactions

Blood Eater.  Whenever an attack is succesfuly landed, the Azic Wolf heals for 1d4 + damage dealt, temporary hitpoints.

Description

A cousin of direwolves unique to Azim's Roam that wander like the people who live upon it, slimmer in build with a much more ferocious bite that severs meat from bone and produces gaping wounds that can cause one to quickly succumb to injuries even after the pack is dispatched.

Monster Tags: Misc Creature

Habitat: GrasslandHillMountain

Sigmalx

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