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.
Misty Escape. When it drops to 0 hit points outside its resting place, the vampire transforms into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious, provided that it isn't in sunlight or running water. If it can't transform, it is destroyed.
While it has 0 hit points in mist form, it can't revert to its vampire form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to its vampire form. It is then paralyzed until it regains at least 1 hit point. After spending 1 hour in its resting place with 0 hit points, it regains 1 hit point.
Legendary Resistance. If the vampire fails a saving throw, it can choose to succeed instead.
Regeneration. The vampire 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 vampire takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampire's next turn.
Shapechanger Wolf. If the vampire isn't in sun light or running water, it can use its action to polymorph into a Medium cloud of mist, or back into its true form.
While in mist form, the vampire can't take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can't pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage, except the damage it takes from sunlight.
Multiattack. The vampire can take two necrotic bites on its turn.
Necrotic Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) piercing damage and 2d10 necrotic damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.
Dreadful Howl (Recharge 6). The vampire howls in a terrible and frightening fashion. All non undead creatures within 30 feet of the vampire must make a DC 15 wisdom saving throw or become terrified of the vampire for the next minute. They can reattempt this saving throw at the end of each of their turns.
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