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.
Rending Bite. Melee Weapon Attack: +5 to hit, reach 5ft., one target, Hit: 10 (2d6+3) piercing damage. If the target is a creature and not a construct or an undead, the creature must make a DC 14 Constitution saving throw or lose 5 (1d10) from bleeding, this damage occurs additionally at the start of the affected creature's turn. Each time the bleeding creature is attacked by an Azic Wolf, the damage increases by 5 (1d10). Any creature can take an action to stanch the wound with a successful DC 12 Wisdom (Medicine) check. The wound also closes if the target receives magical healing.
Blood Eater. Whenever an attack is succesfuly landed, the Azic Wolf heals for 1d4 + damage dealt, temporary hitpoints.
Description
A cousin of direwolves unique to Azim's Roam that wander like the people who live upon it, slimmer in build with a much more ferocious bite that severs meat from bone and produces gaping wounds that can cause one to quickly succumb to injuries even after the pack is dispatched.
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