# Ripper Jaw Hound Blood >[!cite|no-title] >### [[Ripper Jaw Hound]] > [!grid|col-2] > >[!journal|vindarr torn] &nbsp; > ><center><div class="absence2">A deeper, darker red than normal. If you hold it very close to the horn, it hums ever so faintly.</div></center> > > >[!screen|no-icon] Analysis > >Blood from a **Ripper Jaw Hound** (_Canis familiaris_ or _Canis lupus familiaris_ members of the family _Canidae_. They are classified as a subspecies of _Canis lupus_.) > > > >Rippers are quadruped and resemble dogs in their outward appearance. > > > >The Rippers are deep blue with gray pigment on their neck, maw, and hindlimbs. > > > >They have upwards of 8 eyes, three on each side, pointed ear-like structures on their heads, and a long tail. > > > >Blood seems to react poorly when in direct sunlight. |Ability|Charges|Description| |:-:|:-:|-| |Frigid Darkness||You have <span class="immune">Immunity</span> to <span class="cold">Cold Damage</span>| |Shadow Blend||While in [[dim-light-xphb\|Dim Light]] or [[3-Mechanics/CLI/rules/variant-rules/darkness-xphb\|Darkness]], you can use your [[bonus-action-xphb\|Bonus Action]] to become [[conditions#Invisible\|Invisible]] along with anything you are wearing or carrying.<p>The invisibility lasts until you use a [[bonus-action-xphb\|Bonus Action]] to end it, until you [[actions#Attack]], when you are in [[bright-light-xphb\|Bright Light]], or are [[conditions#Incapacitated]].</p>| |Sunlight Weakness||While in [[bright-light-xphb\|Bright Light]] created by sunlight, you have <span class="disadv">disadvantage</span> on [[attack-roll-xphb\|Attack Rolls]], [[ability-check-xphb\|Ability Checks]], and [[saving-throw-xphb\|Saving Throws]].| |Shadow Step|Twice per [[long-rest-xphb\|Long Rest]]|As a [[bonus-action-xphb\|Bonus Action]], while in [[dim-light-xphb\|Dim Light]]or [[3-Mechanics/CLI/rules/variant-rules/darkness-xphb\|Darkness]], you can magically teleport up to 60ft to an [[unoccupied-space-xphb\|Unoccupied Space]] that you can see and is in [[dim-light-xphb\|Dim Light]] or [[3-Mechanics/CLI/rules/variant-rules/darkness-xphb\|Darkness]].<p>You can bring one creature you are [[grappling-xphb\|Grappling]], teleporting that creature to an unoccupied space that you can see within 5ft of your destination.</p>When you teleport, you leave behind a cloud of necrotic energy, forcing all creatures within 5ft of that location to make a <span class="skill">Constitution Saving Throw</span> DC 14. If failed, they take <span class="dice">5d12</span> <span class="necrotic">Necrotic Damage</span>.| |Terrifying Howl|Once per [[long-rest-xphb\|Long Rest]]|You howl. Any [[beast]] or [[humanoid]] within 150ft of you and able to hear the howl must succeed on a DC 12 <span class="skill">Wisdom Saving Throw</span> or be [[conditions#Frightened\|Frightened]] for 1 minute.<p>A [[conditions#Frightened\|Frightened]] target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</p>If a target's saving throw is successful, or the effect ends for the target, the target is immune to *Terrifying Howl* for the next 24 hours.|