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.
Hunter's Footwork. The wolf has advantage on Dexterity (Stealth) checks
Multiattack. The wolf can make a bite attack and a Rend per turn.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
Rend. 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 Constutition saving throw or be afflicted with Bleed.
Wind Blast. Ranged Spell attack. The wolf blows a gale of wind at a target. DC 14 Dexterity Saving Throw. Hit: 21 (4d8 + 5) If the target fails the Dexterity saving throw, the target makes a DC 15 Strength saving throw. If the fails the Strength saving throw, the target gets knocked back 30 ft. Recharges one slot once per long rest.
Misty Step. Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.
Uncanny Body. The wolf when hit by a ranged attack makes a DC 12 Dexterity check. Upon succeding, takes half damage. Upon a critical roll, damage is entirely negated.







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