Shapechanger. The bloodwolf can use its action to polymorph into a monstrous werewolf-vampire hybrid form, or back into its true form, which is humanoid. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
Flight from Hell (Recharge after a Long Rest). When the bloodwolf dies, it must make a DC 21 Constitution saving throw. On a successful save, the bloodwolf gains advantage on saving throws against spells and other magical effects, and regains 80 hit points. On a failed save, the bloodwolf dies and reverts to its true form.
Frightful Gaze. A creature of the bloodwolf's choice that is within 120 feet of the bloodwolf and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the bloodwolf's Frightful Gaze for the next 24 hours.
Keen Hearing and Smell. The bloodwolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Regeneration. The bloodwolf regains 20 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 bloodwolf takes radiant damage or damage from holy water, this trait doesn't function at the start of the bloodwolf's next turn.
Spider Climb. The bloodwolf can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Legendary Resistance (3/Day). If the bloodwolf fails a saving throw, it can choose to succeed instead.
Multiattack. The bloodwolf makes two attacks, only one of which can be a bite attack.
Vampire's Bite. Melee Weapon Attack: +15 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the bloodwolf, incapacitated, or restrained. Hit: 19 (2d10 + 8) piercing damage plus 9 (2d8) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the bloodwolf 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. A humanoid slain in this way rises the following night as a vampire spawn under the bloodwolf's control.
Werewolf's Bite (Hybrid Form Only). Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 19 (2d10 + 8) piercing damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with werewolf lycanthropy.
Claws (Hybrid Form Only). Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage.
Children of the Night (1/Day). The bloodwolf magically calls 2d4 swarms of bats or rats (swarm of bats, swarm of rats), provided that the sun isn't up. While outdoors, the bloodwolf can call 3d6 wolves (wolf) instead. The called creatures arrive in 1d4 rounds, acting as allies of the bloodwolf and obeying its spoken commands. The beasts remain for 1 hour, until the bloodwolf dies, or until the bloodwolf dismisses them as a bonus action.
The bloodwolf can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The skelfenwolf regains spent legendary actions at the start of its turn.
Move. The bloodwolf moves up to its speed without provoking opportunity attacks.
Claws. The bloodwolf makes one strike with its claws.
Bite (Costs 2 Actions). The bloodwolf makes one bite attack.
Wing Attack (Costs 2 Actions). The bloodwolf beats its wings. Each creature within 15 feet of the bloodwolf must succeed on a DC 19 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The bloodwolf can then fly up to half its flying speed.
Description
A bloodwolf is a fearsome foe of dark origins. It is said that the bloodwolves descend from an ancient lord who, through a pact with an exceptionally wicked archdevil, unified and twisted the forms of werewolf and vampire to create a monstrosity unlike any other. The facts seem to uphold the legends, as all observed bloodwolves exhibit both lycanthropic and vampiric traits.
With its towering stature, otherworldly endurance, and the savage strength of a werewolf, the bloodwolf easily overpowers its prey. Its toothy maw and razor-sharp claws are used to devastating effect against all manner of creatures, and with its great bat-like wings unfurled, it can outrun even the fastest mounts. Deadlier still is its keen intellect, capable of outsmarting the studied scholar and outmaneuvering the veteran strategist. The bloodwolf's only saving grace is preferred isolation and reluctance to venture beyond its chosen lair. Still, any adventurer bold enough to confront a bloodwolf, especially in its own home, should take every precaution and prepare accordingly.
Rarely has anyone encountered a bloodwolf and lived to tell the tale, leaving these horrific beasts shrouded in mystery. The greatest of these mysteries is the propagation of the bloodwolves. Clerics and paladins believe that a bloodwolf is created only through an agreement with a powerful devil or fiend. Scholars hypothesize that they spread their disease, much like the nature of their being, similarly to vampires or werewolves. Then there are some who believe the legends in their entirety, and claim bloodwolves descend strictly from the lord of legend who tainted his bloodline with hellish might. Whatever the case, it is clear that the bloodwolf curse has endured for generations, and is not likely to be cleansed any time soon.
Lair and Lair Actions
The Bloodwolf's Lair
A bloodwolf chooses a secluded yet defensible location for its lair, such as an abandoned castle, fortified manor, or mountain cavern. While in its lair, a bloodwolf has advantage on all Dexterity (Stealth) and Wisdom (Perception) checks.
Lair Actions
On initiative count 20 (losing initiative ties), the bloodwolf takes a lair action to cause one of the following effects; the bloodwolf can’t use the same effect two rounds in a row:
- A swarm of bats fills a 20-foot-radius sphere centered on a point the bloodwolf chooses within 120 feet of it. The swarm spreads around corners and remains until the bloodwolf dismisses it as an action, uses this lair action again, or dies. The swarm is lightly obscured. Any creature in the swarm when it appears must make on a DC 15 Constitution saving throw, taking 10 (3d6) piercing damage on a failed save, or half as much damage on a successful one. A creature that ends its turn in the swarm takes 10 (3d6) piercing damage.
- Magical darkness spreads from a point the bloodwolf chooses within 60 feet of it, filling a 15-foot-radius sphere until the bloodwolf dismisses it as an action, uses this lair action again, or dies. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and nonmagical light can’t illuminate it. If any of the effect’s area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.
Regional Effects
The region containing a legendary bloodwolf's lair is warped by the magic of its hellish origins, which creates one or more of the following effects:
- Within 1 mile of its lair, the bloodwolf leaves no physical evidence of its passage unless it wishes to. Tracking it there is impossible except by magical means. In addition, it ignores movement impediments and damage from plants in this area that are neither magical nor creatures. The plants remove themselves from the skelfenwolf's path.
- Rodents, bats, and wolves within 1 mile of the bloodwolf's lair serve as the bloodwolf's eyes and ears. Deer and other large game are strangely absent, hinting at the presence of an unnaturally hungry predator.
- Fog lightly obscures the land within 6 miles of the lair.
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