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 10 feet of the creature and the ally isn't incapacitated.
Terrain Camouflage. The wolf has advantage on Dexterity (Stealth) checks made to hide in forest, mountain, hill, or snowy terrain.
Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 23 (5d6 + 4) piercing damage. If the target is a creature, it must succeed on a DC 18 Strength saving throw or be knocked prone.
Mighty Howl (Recharge 5–6). The wolf exhales a howl of powerful wind in a 20-foot cone. Each creature in that area must make a DC 15 Wisdom saving throw, taking 25 (6d8) Psychic damage on a failed save, or half as much damage on a successful one.
Description
Alpha Wolves are what rarely occur when a dire wolf is given a name by a god and a task. They are wise creatures that form bonds with packs up to a few dozen wolves to some even having dens as large as in the hundreds. Alpha Wolves can communicate well enough to speak common and other languages. Most Dire Wolves who are even close to reaching Alpha status don't live long enough to become one. Alphas are usually the strongest and wisest in a pack and are highly sought after by many for them being one of the greatest hunters in the prime material plane.
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