Regeneration. The 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 wolf takes radiant damage or damage from holy water, this trait doesn't function at the start of the wolf's next turn.
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.
Vampire Weaknesses. The wolf has the following flaws:
Forbiddance. The wolf can't enter a residence without an invitation from one of the occupants.
Harmed by Running Water. The wolf takes 20 acid damage when it ends its turn in running water.
Stake to the Heart. The wolf is destroyed if a piercing weapon made of wood is driven into its heart while it is the incapacitated in its resting place.
Sunlight Hypersensitivity. The wolf takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage plus 7 (2d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the 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.
Also, if the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.
If a creature is knocked prone, the wolf may make one Bite attack against that creature, as a bonus action.
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