Medium Beast, Unaligned
AC 13 Natural armor    Initiative +2 (12)
HP 18 (4d8)
Speed 40 ft.
Mod Save
STR 14 +2 +2
DEX 14 +2 +2
CON 11 +0 +0
Mod Save
INT 3 −4 −4
WIS 12 +1 +1
CHA 6 −2 −2
Skills Perception +5, Stealth +4
Senses Darkvision 60 ft.; Passive Perception 13
Languages None
CR 1/2 (XP 100; PB +2)
Traits

The 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 isn’t incapacitated.

Blighted Vitality.
Whenever the wolf takes fire or radiant damage, it has disadvantage on its next attack roll until the end of its next turn.

Corrosive Blood.
When the wolf dies, its black sap sprays out in a 5-foot radius. Each creature in that area must succeed on a DC 12 Dexterity saving throw or take 4 (1d8) acid damage.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 7 (2d4 + 2) piercing damage, and the target must succeed on a DC 12 Strength saving throw or be knocked prone.

If the target is prone, it must make a DC 12 Constitution saving throw or take 3 (1d6) poison damage at the start of its next turn as the blight seeps into the wound.

Description

Once guardians of the Eldwyn woods, these wolves have been warped by the spreading blight. Their fur is covered with bark-like growths, their eyes glow sickly green, and their blood runs black sap. When they howl, it sounds like wood splitting.

Habitat: ForestGrasslandHill

Maerath

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