Medium Undead (Vampire), Any Evil Alignment
Armor Class 15 (natural armor)
Hit Points 45 (6d8 + 18)
Speed 50 ft.
STR
16 (+3)
DEX
18 (+4)
CON
16 (+3)
INT
6 (-2)
WIS
12 (+1)
CHA
8 (-1)
Saving Throws DEX +7, WIS +4
Skills Perception +3, Stealth +6
Damage Resistances Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Damage Immunities Poison
Senses Darkvision 60 ft., Passive Perception 13
Languages Understands Abyssal and Common but cannot speak
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

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 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.

Regeneration. The vampiric wolf regains 10 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 its next turn.

Sunlight Sensitivity. While in sunlight, the vampiric wolf has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight.

Undead Fortitude. If damage reduces the vampiric wolf to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the vampiric wolf drops to 1 hit point instead.

Actions

Multiattack. The vampiric wolf makes two attacks: one with its bite and one with its claws.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.

Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 12 (2d8 + 3) slashing damage.

Grasping Bite (Recharge 5–6). The vampiric wolf targets one creature it has bitten within the last minute. The target must succeed on a DC 14 Strength saving throw or be grappled (escape DC 14). While grappled, the creature takes 7 (2d6) piercing damage at the start of each of its turns until it escapes.

Blood Drain. A vampiric wolf can feed on a prone or incapacitated creature within 5 feet. The target must make a DC 14 Constitution saving throw, taking 10 (3d6) necrotic damage on a failed save, or half as much damage on a successful one. The wolf regains hit points equal to the necrotic damage dealt.

Description

Vampiric wolves are nightmarish creations of dark rituals, their lupine forms corrupted by undeath. Cloaked in shadow and reeking of blood, their sleek black fur gleams unnaturally, and their fiery orange eyes pierce the darkness with malevolence. These wolves are intelligent predators, hunting in packs with unerring coordination and bloodthirsty zeal.

While vampiric wolves are terrifying foes on their own, they are often the loyal creations of an evil cleric or dark warlock. Their bond with their creator is strong, though the wolves’ feral instincts ensure that even their masters must tread carefully.

Ecology. Vampiric wolves are undead aberrations that corrupt natural ecosystems. They kill indiscriminately, draining the blood of their victims and leaving behind desolation. Sunlight is their only bane, but they are shrewd enough to retreat to shadowy dens before dawn.

Behavior. These wolves hunt with precision, using their unnatural strength and agility to disable prey. They favor ambushes and overwhelming tactics, targeting the weakest member of a group first. Once blood is spilled, they enter a frenzy, their eyes glowing red as they feed.

Lair and Lair Actions

While vampiric wolves have no need for treasure, their lairs often serve as the hiding places for items belonging to their slain victims, making them prime targets for brave or foolhardy adventurers.

Dracopolis

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