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.
Momentum. If the wolf moves at least 30 feet, then the wolf deals 1d8 bludgeoning damage.
Multiattack. The wolf may make two attacks in one turn. Only one may be a bite.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (2d12 + 6) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 12 (2d10+2)
Alpha's Call. The wolf may spend an action to call 4d4 dire wolves. The wolves arrive in 1d4 turns.
Jugular Strike. The wolf may make a Bite attack against a prone target that is an automatic critical hit.
Ancient Black Wold can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Ancient Black Wolf regains spent legendary actions at the start of their turn.
Takedown. The wolf selects one target within 5ft. The target must make a DC 15 strength save or be knocked prone.
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