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.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
Bone Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit 12 (4d4 + 2) slashing damage.
Charge. Melee Weapon Attack: +5 to hit, range 20 ft., One target. hit 10 (2d10 + 2) bludgeoning. If the target is a creature, it must succeed on a DC 14 Dexterity saving throw or be pushed back 10 ft.
Bone Daggers. Ranged Weapon Attack: +5 to hit, range 50/150 ft. Multiple targets 1d8 per dagger. Targets must make DC 15 Dexterity saving throw or take an additional 1d6 poison damage.
Description
Bone Armored Wolves have black, white, gray, or brown fur, and a strange white or yellowish white bone like armor growing from there body, what ever the color or time of day the eyes glow eerily brightly.
This species of Wolves are one of the few creatures that should not be hunted alone, as many that make the attempt to hunt one alone never make it back. But hunting them in a party is just as dangerous as your party my not make it back whole. There territory should be avoided at all cost as you may find other wolves or even dire wolves, they will defend there home at all cost - Hawk a founder of Fallcrest.
Lair and Lair Actions
Within a Bone Wolves lair you will usually find a small pack of wolves and up to two dire wolves. Bone cubs are rarer than a lawful good Red Dragon! You can usually find camps of goblins and bugbears nearby as bugbears prize their pelts. Bugbears also prize them as mounts.
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