Keen Hearing and Smell - The diomwul has advantage on any perception checks relying on hearing or smell.
Pack Tactics - Often appearing in groups of 2-5, the diomwul has advantage on an attack roll against a creature if at least one other diomwul is within 5 feet of the creature and is not incapacitated.
Deadly Fluids - The diomwul's blood and saliva are highly acidic and poisonous respectively. On every bite attack, the creature being bit must make a DC15 Constitution saving throw. On a failed save, the bit creature takes 1d6 poison damage at the end of every round, adding 1d4 for every following failed saving throw. Unless treated with Anti-Venom, Greater Restoration, or another powerful healing spell, the victim will be dead in 2d4 days.
Multiattack. The diomwul can make up to two atacks with its claws.
Bite. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 13(2d6+6) piercing damage.
Claws. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 16(4d4+6) slashing damage.
Tail. Melee Weapon Attack. +5 to hit, reach 5ft., up two targets within range. Hit: 13(2d6+6) bludgeoning damage, on a successful hit, targets must make a DC15 Constitution saving throw or be stuned until the start of the diomwul's next turn.
Originally from the 5th Sector of the Seven Sectors of Hell, when residing in the Material Plane, diomwuls prefer mountainous regions.