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
Taste of blood. The wolf gains temporary hit points equal to half of the damage dealt by bite
Magic Weapons. The Primary Alpha’s attacks are magical.
Multiattack. The wolf makes two attacks: one with its bite and one with its claws.
Bite: Attack: +10 to hit, reach 5 ft. one target. Hit: (2d10+10) Piercing damage
Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 10) Slashing damage.
Healing Song (Recharge 5-6). Any Friendly creature within a 30 ft. radius heals 28 (5d8) health.
Healing Word. The wolf can cast this as a bonus action without need for spell slots. A creature the wolf chooses within range regains hit points equal to 1d4 + its spell casting ability modifier. This spell has no effect on undead or constructs.
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.
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