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.
Brave. The wolf has advantage on saving throws against being frightened.
Loyal. The wolf has advantage on saving throws against being charmed.
Multiattack: The wolf makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) 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: +7 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) slashing damage.
Daunting Roar. (Recharge 4–6).As a bonus action, the wolf can let out an especially menacing roar. Creatures of its choice within 30 feet that can hear it must succeed on a DC 13 Wisdom saving throw or become frightened of it until the end of its next turn.
Description
The dire wolf is a prized mount among those brave enough to attempt to tame it. This wolf are trained to wear armor and be effective in combat. Once it is bonded with a rider, its trust is absolute, and it will be slow to trust anyone else. This monster is typically outfitted with plate armor barding and a military saddle. While it is incapable of wielding them itself, it is common to see large weapons strapped to the side of an armored dire wolf to carry into battle for its rider.
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