Death Burst. When the elemental dies, it explodes in a burst of light and crystalline shards. Each creature within 5 feet of it must then succeed on a DC 10 Constitution saving throw or be blinded for one minute and potentially corrupted by the crystals. A blinded creature can repeat the saving throw on each of its turns, ending the effect on itself on a success.
Illumination. The elemental sheds dim light in a 30-foot radius in a swirl of colors.
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.
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.
Spell Reflection. As a reaction, the elemental can gain resistance to the damage of a spell targeting it. The other half of the damage is reflected back to all creatures within 5 feet of the elemental. This reflection does not work for thunder or force damage.
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