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.
Crystal Bound. The wolf can not betray the bearer of it's crystal powers, thus is immune to effects that would allow it to attack or interact differently towards Crystals Druids or Crystal Soldiers.
Crystal Power. Magical power that comes from crystals forming unnaturally on the body of the host. This power can vary based on what plane it comes from. (This can be changed up to the DM's requirements)
Living Lightning. When the wolf uses its Charged Sprint, it doesn't provoke opportunity attacks when it moves out of an enemy's reach.
Multiattack. The wolf makes two attacks with its bite.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage and 7 (2d6) lighting damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
Charged Sprint (Recharge 5-6). The wolf becomes engulfed in lightning and races around its prey. The wolf uses its full movement, for each creature entering within 5 ft. of the wolf, as it runs, they must make a DC 15 Dexterity saving throw, and if a creature is wearing metal armor or currently wielding a metal weapon they have disadvantage on the save. On a fail, the creature takes 9 (2d8) lighting damage or half as much on a success. When the wolf ends its turn, all creatures have advantage on attack rolls against the wolf until the start of its next turn.
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