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.
death burst. when the bloodlust dire wolf dies and the huge bulbous blob on its side explodes. everyone in a 10-foot radius must make a dc14 constitution saving throw or take 2d10 acid damage on a fail or halve as much on a successful one.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d8 + 3) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.
acid spitball. ranged weapon attack 60 ft: the bloodlust dire wolf spits a giant ball of acid. the target must make a dc 15 dex save or take 1d8 bludgeoning damage or on a successful save halve as much. every creature in a 10-foot radius must make a dc 13 constitution save or take 2d10 acid damage or halve as much on a successful one.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d8 + 3) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.
acid spitball. ranged weapon attack 60 ft: the bloodlust dire wolf spits a giant ball of acid as a reaction to someone moving at least 20 feet away. the target must make a dc 15 dex save or take 1d8 bludgeoning damage or on a successful save halve as much. every creature in a 10-foot radius must make a dc 13 constitution save or take 2d10 acid damage or halve as much on a successful one.
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