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.
Multiattack. The wolf makes two attacks: one with its bite and one with its claws.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 6) radiant damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone.
Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) radiant damage.
Healing Song (Recharge 4). Cast Healing word on any Friendly creature within a 30 ft. radius.
Spare The Dying. If the wolf licks a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.
If an ally drops to 0 hp the wolf can use a reaction to cast spare the dying.
Healing Word (Healing Song). The wolf can cast this as a bonus action without need for spell slots. Each friendly creature the wolf chooses within range regains hit points equal to 2d6 + its spell casting ability modifier (WIS). This spell has no effect on undead or constructs.
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