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.
Freedom Of Combat. Aries can get quite creative with his combat, add some extra flair with how you word an attack and get some added damage in return.
Yödir: melee weapon attack. Aries swings his MASSIVE axe. Range 10ft, 1d12+1d10+1d8+1d6 Slashing Damage, +10 to hit. "The blade moved fast as Jyorfs The Giant was cleaved down leaving only Yödir for his brave companion. Before Jyorfs had the Axe it was A forgotten gift, perhaps the birds know of the intended receiver's whereabouts. Or perhaps they are cursed to Time".
Axe Throw: ranged weapon attack. Range 80ft, 2d12+2d10 Slashing damage +5 to hit. If Aries feels so inclined He may throw his Axe Yödir with the force of Karas at a creature he can see within range. when the axe is thrown Aries must retrieve it from wherever it landed before an attack with Yödir can be made again.
Shouldergaol: melee weapon attack. Range 10ft, A creature huge or large size that Aries can see is connected to his pauldron, they must make a contested strength saving throw or be bound to its glorious might rendering them prone and grappled till they succeed the save or until Aries has gone more than 30ft from the pauldron. "For my most loyal champion, I gift mine own shoulder to aid until undeath hast faded".
Mouth For War: melee weapon attack, Aries gnashes . Range 5ft, 2d12 +5 Piercing Damage, +9 to hit On a flip of a coin a creature in the jaws of Aries will be knocked prone. Huge or larger creatures just take the damage. Hands break to hone raw energy, bold and disastrous, you shed your light. Hold your mouth for the war, angel of progress guide us to thee.
Inner Warrior: The inner stars of Aries align and sprout out in an aggressive fury of slashes. Melee Weapon Attack: +9 to hit, reach 10 ft, two targets. Hit: (8d12+4). Karas would be proud.
Tail Slap: melee weapon attack. Aries does a full 360 lead by his tail, Deals 3d12+6 Bludgeoning damage. all creatures medium or small within 5ft of Aries must make a contested Dexterity saving throw or be knocked prone by Aries massive tail, Huge or larger creatures just take the damage. On a successful save take half damage and stand your ground!
Rite Of The Entisc. The wolf has a knack for dealing damage even when the time might not seem right. When an attack is made by the masters allies He may make a reaction to use his movement and deal 2d10 slashing damage from his claws without needing to role to hit. The target must be within Aries movement speed and Aries must have thrown his axe prior to the reaction. This reaction can be done per player action till Aries retrieves his axe from being thrown.
Howl (6/Day). The wolf howls. Each of the wolf’s allies within 100 feet of the wolf that can hear it have advantage on attack rolls until the start of the wolf’s next turn. In addition, each hostile creature within 100 feet of the wolf that can hear it must succeed on a DC 23 Wisdom saving throw or be frightened of the wolf until the start of the wolf’s next turn.
Become Karas: Godhood attack, Aries sheds the wolf form he was bound to by the Iridescent Prog for just a moment to inflict the pain of 600 battles upon a group of 5 or more creatures within 5ft of each other. This can be done once per day without risk however, it can be done as many times as needed but with the added risk of Aries becoming untethered. You may give the damage to whoever you please but at least 20 damage must go to each creature.
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