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.
Martial Role (Defender). The warrior gains the Protection reaction below.
Second Wind. The warrior can use a bonus action on its turn to regain hit points equal to 1d10 + its level. If it does so, it can’t use this feature again until it finishes a short or long rest.
Improved Critical. The warrior’s attack rolls now score a critical hit on a roll of 19 or 20 on the d20.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.
Second Wind. The warrior can use a bonus action on its turn to regain hit points equal to 1d10+3.
Protection. The warrior imposes disadvantage on the attack roll of a creature within 5 feet of it whose target isn’t the warrior. The warrior must be able to see the attacker.
Description
A sidekick is proficient with any armor, weapons, and tools included in its stat block. In addition, warriors are proficient with simple and martial weapons, shields, and all armor.