Keen Hearing and Smell. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Magical strikes. The wolf's bites are magical plus 1 weapons due to wearing an insignia of claws.
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.
Precise. Your Companion's attacks have +2 to hit.
Ferocious. Your Companion's attacks have +2 to damage rolls.
Agile. Your companion can Disengage as a bonus action.
Territorial. Other creatures provoke an opportunity attack
from your companion when they enter your companion's
reach.
Multiattack. When you take the attack action, your
companion can make one additional attack as a bonus
action. They do not add their ability score modifier to the
damage for this attack.
Bite. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) piercing damage. If the target is a creature, it must succeed on a DC 18 Strength saving throw or be knocked prone.
Bonus Action Bite. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. 9 (2d6+3) piercing damage. If the target is a creature, it must succeed on a DC 18 Strength saving throw or be knocked prone.
Cold Breath (Recharge 7–8). The wolf exhales a blast of freezing wind in a 30-foot cone. Each creature in that area must make a DC 18 Dexterity saving throw, taking 36 (8d8) cold damage on a failed save, or half as much damage on a successful one.
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