The Black Shuck
Intelligence 1, Wits 3, Resolve 3, Strength 6, Dexterity 5, Stamina 4, Presence 4, Manipulation 1, Composure 2. Size 6. Health 12. Willpower 5. Initiative: 7. Defence: 5. Speed: 20. Athletics 3, Brawl 3, Stealth 2, Survival 2. Tooth & Claw Fighting Style 3.
Teeth +1L: 10 dice.
Teleporting Leap: The Black Shuck can spend a point of essence and roll Strength + Athletics to teleport up to 100 yards away. This is a standard action and must be completed on its own turn.
Heat Trail: The Black Shuck can spend two points of essence while making a mundane leap over a person or object to set it aflame with a successful Strength + Athletics roll. This fire is equivalent to a torch but the person must make a roll to put out the flame.