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.
Light Hypersensitivity: The Vampiric Wolf takes 5 radiant damage when it starts its turn in Direct Light. While in light, it has disadvantage on attack rolls and ability checks.
Undead Nature. Doesn't require air.
Multiattack: The vampiric wolf makes two attacks - Either two bites or one bite and one claw
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.The Target also takes 6 (2d6) 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.
Claws. Melee Weapon Attack: +5to hit, reach 5 ft., one target. Hit: 8 (2d6 + 3) piercing damage.
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