Large Beast (Devil), Chaotic Evil
Armor Class 14 Natural Armor
Hit Points 11 (2d8 + 2)
Speed 40 ft.
STR
12 (+1)
DEX
15 (+2)
CON
12 (+1)
INT
6 (-2)
WIS
12 (+1)
CHA
3 (-4)
Skills Perception +3, Stealth +4
Damage Immunities Acid, Necrotic, Poison
Senses Passive Perception 13
Languages --
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

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 attack rolls 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].

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked [prone].

Bone Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d6+2) slashing damage.  If the target is a creature, it must succeed on a DC 12 Constitution saving throw or be corrupted.

  • Corrupted creatures have -2 to AC and Attack Rolls.  Characters who are corrupted make a save at end of the turn to end Corruption. 

 

Description

Standing before you a wolf with tangled black fur, a Pure white bone parturition curves back from the middle of its head.  A extra set of white claws curve over a black set dripping with some kind of black Icor. The black substance leaks from its mouth and this wolf does not have a tail.  It seems to merge with the death and decay around it.  Standing there it's white eyes follow you as you approach.

Lair and Lair Actions

the grass surrounding the creature is pitch black and smells of rot and death.  The near by trees are dripping a black icor and the flowers are blooming completely black.

Lair Actions

On initiative count # 12), the Corrupted Wolf takes a lair action to cause one of the following effects; the Corrupted Wolf can’t use the same effect two rounds in a row:

  • Corrupted spores burst from near by flowers, all characters within the layer must succeed on a DC 12 Constitution saving throw or be corrupted.
  • The ground softens and your feet get stuck in a black goo, ground is considered difficult terrain.
  • The Trees reach out to grab the nearest Target, all characters within the trees must succeed on a DC 10 Dexterity Save or be grappled and pulled into the trees, if characters are still grappled when this ability is activated again they are pulled into the trees and take 1d6 necrotic damage when they start their turn in the tree.  If grappled characters must succeed on a DC 14 Acrobatics/Athletics check to break free.

Monster Tags: Devil

Ahralune

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