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 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.
Blood frenzy. Wolves strike at the weak and seize the opportunity to take advantage of an injured foe. Dire wolves have advantage on attack rolls against targets that are below half health or targets that attempt to retreat (moving 30 ft and disengaging in combat)
Only the Strong Survive. If a target is knocked prone then the wolf can make a grapple check on the target with its bite attack, holding on to the target with its mouth dealing (6d4+4) piercing damage each round the target is grappled. If the wolf has a creature grappled in this way then it can not take the bite action on its attack. If two or more wolves grapple an enemy in this manner then the target has disadvantage on their grapple check
Wolf makes two claw attacks or one bite attack.
Bite: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (4d4 + 5) piercing damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit:11 (2d6 + 5) slashing damage.
Howel. Grants wolves 3d6 extra movement if they are within 30 ft of the dire wolf
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