Camouflage. The wolf has advantage on Dexterity (Stealth) checks made to hide.
Incorporeal Movement. The wolf can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
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.
Multiattack. The wolf makes two attacks; one with its bite, and one with its claws.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone
Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 4) slashing damage.
Blinding Miasma (Recharge 5-6). The wolf exhales a blast of toxic wind in a 15-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw. On a failure, a creature becomes blinded. They can remake their saving throw at the end of each of their turns.
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