b'Cursed Wolf \n'b'  Family:   Cursed Animals  \n'b'  Medium   beast ,  chaotic evil  \n'b'  Armor Class  13 (natural armor)  Hit Points  22 (4d8 + 4)  Speed  40 ft.\n'b' STATS STR: 12 (+1) DEX:  15 (+2)  CON:  13 (+1)  INT:  3 (-4)  WIS:  12 (+1)  CHA:  6 (-2)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Skills   Perception  +3,  Stealth  +4  Senses  passive  Perception  13  Languages    Challenge  1 (200 XP)  Proficiency Bonus  +2 \n'b' SPECIAL TRAITS \n'b'\n'b'  Pack Dependence . If the wolf can\xe2\x80\x99t see an ally within 30 feet of it at the start of its turn, the wolf has disadvantage on  attack  rolls, ability checks, and saving throws until the start of its next turn. \n'b'  Pack Tactics . The wolf has advantage on  attack  rolls against a creature if at least one of the wolf\xe2\x80\x99s allies is within 5 feet of the creature and the ally isn\xe2\x80\x99t  incapacitated . \n'b'\n'b' ACTIONS \n'b'\n'b'  Baneful Bite .  Melee Weapon Attack : +4 to hit, reach 5 ft., one target.  Hit : 9 (2d6 + 2) piercing damage. If the target is a creature, it must succeed on a DC 11  Constitution  saving throw or suffer one of the following conditions (wolf\xe2\x80\x99s choice) until the end of its next turn:\n'b'\n'b'\n'b' The target is  blinded . \n'b' The target is  deafened . \n'b' The target can\xe2\x80\x99t speak or cast spells using verbal components. \n'b'\n'b'  Terrifying Howl (1/Day) . Each creature of the wolf\xe2\x80\x99s choice within 30 feet of it that can hear it must succeed on a DC 11  Wisdom  saving throw or be  frightened  of the wolf for 1 minute. If the saving throw fails by 5 or more, the creature is also  incapacitated  while  frightened  this way. A  frightened  creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target\xe2\x80\x99s saving throw is successful or the effect ends for it, the target is immune to any cursed wolf\xe2\x80\x99s Terrifying Howl for the next 24 hours. \n'b'\n'b' ABOUT \n'b' Some curses are so horrible that they afflict not only the creature that is at the heart of it but take root in the entire land, spreading to even the wildlife and innocent animals in an area. Cursed beasts are the pitiful result of such curses. \n'b' A curse can manifest in numerous ways in a beast, but it almost always involves agonizing pain and results in unnatural and aggressive behavior. Often, a curse will greatly increases the beast\xe2\x80\x99s physical prowess and give it various abilities related to the curse making a pack of cursed wolves or a cursed boar much more dangerous than their unspoiled kin. \n'b' While cursed beasts are, luckily, a rare phenomena, most scribes believe that their accursed state can be cured as one would cure a curse on any other creature. \n'b' However, due to the powerful nature of these kinds of curses, a simple spell will usually do little help to bring a beast back to its normal state, providing temporary relief at best, until the curse is ended at its root. \n'b' Druids often seek out and at tempt to cure cursed beasts, seeing\xe2\x80\x99t heir existence as an affront to nature.'