You call upon ancient spirits that take the form of wolfes and appear in an unoccupied space you can see within range. Choose either two Dire Wolfes or eight Wolfes to summon.
Through this spell summoned creatures gain the following: Add half your proficiency bonus rounded up to the wolfs AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. Its hit point maximum equals the hit point number in their stat block or twice your ranger level, wichever is higher.
Each wolf is considered a spirit in addition to its other types, they are friendly towards you and your companions.
Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal or somatic commands that you issue them (no actions required). If you don`t issue any commands to them, they defend themselfes or -if possible- you from hostile creatures
The DM has the creatures stat blocks
At Higher Levels. When you cast this spell using a 5th level spell slot you may summon either twice as many creatures as listed in the description above, summon both options that are listed above or summon one Winter Wolf plus either one dire Wolf or four wolfes instead. Each type of wolf summoned rolls initiative as a group seperately.
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