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.
Speak with animals and plants. The wolf can speak to animals and plants on a simple level as if they share a language.
Multi-attack. The wolf makes two attacks: one with its bite and one with its claws.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 11 (1d8 + 5) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 3) piercing damage.
Natural Charm. The baby wolf's cuteness can make others distracted when it is close to them. As an action, all creatures within 5 feet of the baby wolf must succeed on a DC 12 Wisdom saving throw or be charmed for one minute. While charmed, the creature considers the baby wolf as it's closest companion, and has disadvantage on Perception checks made to spot other creatures. The baby wolf must stay within 5 feet of the creature to retain the charm affect.
Nimble Escape. The baby wolf can take the Hide or Disengage actions as a bonus action.
Puppy Dog Eyes. Even thinking of harming such an innocent creature can cause a person to feel extreme guilt. As a reaction, the baby wolf can redirect one melee attack made against it to a different target within 5 feet of it of it's choosing.
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