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.
Forest Camouflage. The wolf has advantage on Dexterity (Stealth) checks made to hide in overgrown terrain.
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.
Corrosive Cloud(Recharge 5–6). The wolf releases a bunch of corroding spores and pollen from its fure. Each creature within 10 feet of the wolf must succeed on a DC 12 Dexterity saving throw, or takes 7 (2d8) acid damage and becomes blinded untill the end of the wolfs next trun. On a successfull save the creatur isn't blinded.
Description
This ancient forest dwelling wolf is as large as a dire wolf but has greenish fur with liches and bark matted in. They live deep inside forests, jungles or even overgrown marshes. By sharing the same habitat as many fey creatures they adapted to learn sylvan and can even speak simple sentences. An other, more feared ability is their corroding breath, witch is strong enough to damage skin and flesh and especially a victim's eyes often leaving irreversible harm.
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