Keen Hearing and Smell. The Squirrels have advantage on Perception checks based on hearing and 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.
Rabid Attacks. The squirrels small form and sharpened teeth/claws let them attack quickly and savagely. Every squirrel within the Pack Tactics range gives the ones nearby the ability to attack an extra attack (IE 3 within 5 feet, each one can make three attacks).
Squishy Insides. When the squirrel dies, its body explodes with the ichor it usually leaks. Damage is 8d6+6, halved if the player makes a DC 16 saving throw. If the target is more than 10 feet away, they automatically pass, and beyond 20 feet they take no damage.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage.
Gnaw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (1d6 + 3) piercing damage. If successful, the targets ace is reduced by -1 till the target gets the armor repaired at a blacksmith.
Salivating Bite: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (1d6 + 3) piercing damage. Target takes another 3d6 Acid damage.
Cunning Dash: As a bonus action, the squirrels can dash up to twice their regular movement speed.
Sharpened Senses: As a bonus action, the squirrel can focus on weak points of enemy armor, increasing their to hit to +6.
Cunning Dodge: Squirrels can halve damage take on hit.
Comments