Keen Hearing and Smell. The Vampiric Wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics. The Vampiric Wolf has advantage on attack rolls 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.
Spider Climb. The Vampiric Wolf can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Regeneration. The Vampric Would regains 5 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 Vampiric Wolf takes radiant damage or damage from holy water, this trait doesn't function at the start of the Vampiric Wolf's turn.
Misty Escape. When it drops to 0 hit points outside its cave, the Vampiric Wolf transforms into a cloud of mist and instead of falling unconscious provided that it isn’t in sunlight or running water. If it can’t transform, it is destroyed.
While it has 0 hit points in mist form, it can’t revert to its Vampiric Wolf form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to its Vampiric 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.
Vampiric Weaknesses. The Vampiric Wolf has the following flaws:
Forbiddance. The Vampiric Wolf cannot enter a residence without an invitation from one of the occupants.
Harmed by Running Water. The Vampiric Wolf takes 20 acid damage if it ends its turn in running water.
Sunlight Hypersensitivity. The Vampiric Wolf takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.
Action Name. Enter the description for your action.
Melee Attack Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., 1 target. Hit: 10 (2d6 + 3) [Piercing] damage. plus 4 (1d8) Necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the Vampiric Wolf 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
This jet black wolf has a supernatural aura about it and looks at you with glowing orange hungry eyes. It leaps at you with supernatural speed, a mouth filled with fanged teeth.
Lair and Lair Actions
The Vampric Wolfs lair is usually a cave or a ruin, strewn with the corpses unlucky enough to find themselves close to their lair at night.
Lair Actions
On initiative count 10 (losing initiative ties), the [Vampiric Wolf] takes a lair action to cause one of the following effects; the [Vampiric Wolf] can’t use the same effect two rounds in a row:
- Creatures who see the lair strewn full of bones and bloodless raw meat of those it slain must make a DC 13 Wisdom save or become frightened for 1d4 rounds.
Regional Effects
The region containing a legendary [Vampiric Wolf]’s lair is [devoid of life, and often cursed], which creates one or more of the following effects:
- Lack of Game. While foraging for food or hunting animals anywhere within 2 miles of the Vampiric Wolf's lair, there is no life. A DC 17 Survival check reveals this oddity to those traveling through the area.
- Ensured Ambush. Those that camp for the night or spend the night within 2 miles of a Vampiric Wolf's lair are certain to be attacked in the middle of the night. The Vampiric Wolves attempt to sneak up on their victims as a group, and rush in once spotted all at the same time.
If the [Vampiric Wolf] dies, these effects fade over the course of 10d12 days.
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