Forest Walker. The wolf and beasts summoned by it ignore any difficult terrain created by plants or naturally found in a forest. They also ignore the effects of the entangle, plant growth, spike growth, and wall of thorns spells. When the wolf moves across the ground on its turn, it leaves an area of plants on the ground in its path that lasts until the end of its next turn. The area is difficult terrain.
Innate Spellcasting. The wolf's innate spellcasting ability is Wisdom (spell save DC 17). The wolf can innately cast the following spells, requiring no components:
At will: druidcraft, speak with plants, tend plants (new)
3/day each: conjure animals (wolves or dire wolves only)
1/day each: plant growth, wall of thorns
Keen Hearing and Smell. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Magic Resistance. The wolf has advantage on saving throws against spells and other magical effects.
Magic Weapons. The wolf's weapon attacks are magical.
Pack Tactics. The wolf has advantage on attack rolls 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.
Multiattack. The wolf makes two bite attacks.
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) piercing damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone.
Arboreal Howl (Recharge after a Short or Long Rest). The wolf howls and casts a spell, and then it can make a bite attack as a bonus action. Each allied plant and beast within 120 feet also gains advantage on weapon attacks and has its speed increased by 10 feet until the end of its next turn. Each affected creature also gains 10 temporary hit points.
Description
The Wolf of the Forest treats each tree in its lands as a member of its pack. Where it treads, saplings grow and flowers bloom. It is keenly aware of all that happens in its lands, and its forest realm in the Spirit World is a place of tranquil silence — all the better to listen in.
The Wolf does not speak much, even when meeting with a potential champion. It carefully observes anyone it interacts with, watching their body language and listening to the way they speak to determine if they are worthy of joining the Wolf's pack as a champion.
Primal Spirit Avatars
The wilderness in all its many forms — tundra, forest, desert, and other biomes — is not without awareness or agency. The land itself gives birth to mighty spirits, fey and elementals that are so ancient that they are largely forgotten except by the oldest in the multiverse. These primal spirits are all connected to a form of land, taking the shape of a plant or animal from their domains.
Though they are composed of powerful magic, these mighty spirits struggle to physically leave their ancient realms in some of the oldest parts of the Feywild: the savage wilds called the Spirit World. If their domains on the Material Plane are threatened, they project a weak reflection of their true nature, an avatar, to defend the land. These avatars take little effort for a primal spirit to control, and the spirit is not harmed if the avatar is slain.
Incarnations of Ancient Titans. The primal spirits are ancient beings that traversed the Feywild and the Material Plane when the world was young and the land was still forming. The spirits are each representations of the lands themselves. The majority of these spirits keep their ancient, true names a secret, though some are known by nicknames they have adopted for the benefit of mortals, such as Coyote or Greatmother Oak. Those nicknames have been used so often that they are now applied to any coyote or any oak tree, instead of merely the primal spirit, and the original names of these animals and plants have been lost.
Druids Serve as Champions. Primal spirits often require the aid of druids and archdruids to help defend their lands against despoilers. Druids can be trusted to act more swiftly and in more places than a spirit could possibly manage from their realm in the Feywild. Arch-druids can wield powerful enough magic to summon an avatar of the spirit without effort from the spirit itself, but primal spirits trust very few with this privilege. They entreat carefully with archdruids and only select their favorite among them as a champion who can conjure their avatar to aid both their goals.
Hatred for Despoilers. The spirits of nature despise those that would despoil nature in any of its forms. Not all forms of consumption earn the spirits' ire: the spirits themselves are often predator or prey, and understand that survival often means destruction. They despise the reckless and sometimes gleeful destruction of nature that has nothing to do with survival and too much to do with mortal flaws such as greed, pride, or ambition. This is what the spirits consider to be "despoiling."
Primal Nature. A primal spirit avatar doesn't require air, food, drink, or sleep.
Very cool variant for a wolf pack, plus they can summon some more wolves as a treat