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.
Relentless (Recharges after a Short or Long Rest). If the wolf takes 14 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.
Second Wind (1/short or long rest) Fenrir can use a bonus action on his turn to regain 1d10 + 9 hit points.
Multiattack. The wolf makes two attacks: one with its bite and one with its claws.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (1d8 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (2d6 + 3) piercing damage.
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