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.
Harness of Garad the mighty steed of Grazz the Green.
this item adds 2 to AC, darkvision, and the following abilities
Regeneration. The wearer regains 2 hit points at the start of its turn. If the it takes acid or fire damage, this trait doesn’t function at the start of the it's next turn. It dies only if it starts its turn with 0 hit points and doesn’t regenerate.
Fire spray also the wearer can use his action to shoot a 15-foot cone of fire (but can’t do this again until they finishe a short or long rest); each creature in the cone must make a DC 10 Dexterity saving throw, taking 2d6 fire damage on a failed save, or half as much damage on a successful one. this cones fron the front of the animal.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
Fire spray. He can use his action to shoot a 15-foot cone of fire (but can’t do this again until he finishes a short or long rest); each creature in the cone must make a DC 10 Dexterity saving throw, taking 2d6 fire damage on a failed save, or half as much damage on a successful one. this ability is due to the magic harness he wears on his shoulders and neck
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