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 5 feet of the creature and the ally isn't incapacitated.
Sylvan Eloquence. The wolf has advantage on Persuasion (Persuasion) checks made to send people away.
Bite. Melee Weapon Attack: +6 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 14 Strength saving throw or be knocked prone.
Mushroom Breath (Recharge 5–6). The wolf exhales a strongly, enveloping everything within a 15-foot cone in strong mushroom odor. Each creature in that area must make a DC 12 Constitution saving throw, taking 18 (4d8) poison damage on a failed save, or half as much damage on a successful one.
Description
The hunter wolf dwells in woodlands and hunts both in cold winter nights and chilly mornings. Unlike its more beastly relatives, hunter wolf often uses disguise to confound its prey, most often it is a bird mask or at least a beak of large bird. Hunter wolves don't like to be disturbed but have great respect to mushroom-gatherers, whom they call "quiet hunters".
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