Keen Hearing and Smell. The wolf has an advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics. The wolf has an 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.
Heel. As a bonus action, the wolf can return to the space occupied by the animal handler, provided the entirety of the movement during the turn is equal to no more than twice the animal's speed.
Multiattack. The Wolf can make both a Bite attack and a Claw attack on its turn
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6) piercing damage.
Claw. Melee Weapon Attack +3 to hit, reach 5ft, one target. Hit: 13 (1d6+1d4) slashing damage.
Retrieve. As an action, the wolf can retrieve items during combat (i.e. loosed arrows, daggers, other small items). If retrieving from a living combatant, the wolf must make a Dexterity (Stealth) check
Readied action: Guard. The wolf can attack out of initiative if their handler is attacked by an enemy combatant provided that the wolf is within 5 feet of the ally.
Description
As an animal companion, the wolf was found as an early adolescent. They gain 1d10 hit die when their PC ally gets to lvl 3, and 2 at lvl 5, for a total of 5 hit die at adulthood.
After reaching adulthood, the wolf gains a +3 bonus on the Bite attack piercing damage. In addition, at this point, if the target of the bite attack is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. It also adds a +3 bonus to Claw attack slashing damage.
In combat, the AC will always follow the PC's initiative (command). If the PC is unconscious, the DM will run AC actions in combat unless another PC rolls animal handling to attempt to make commands. That player must roll before their initiative each time they want to command the AC and can only do so while the PC ally remains unconscious.
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