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.
Healing Touch. The wolf uses the power of moonlight to heal a target within 5 ft. range.
This spell heals 2d4 and can only be used once per long rest.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d6 + 4) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
Chill Touch. The wolf creates a ghostly breath in the space of a creature within range of 10 ft. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 2d8 necrotic damage, and it can't regain hit points until the start of your next turn. Until then, the hand clings to the target.
If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.
Description
A black dire wolf with piercing blue eyes.
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