Superiority dice - Sir Percival has 4 superiority dice.
Parry - When another creature damages Sir Percival, he can take a reaction and expend a superiority die to reduce the damage by d8+1.
Riposte - When another creature misses Sir Percival, he can take a reaction and expend a superiority die to make a melee weapon attack against that creature. If he hits, he deals d8 extra damage.
Multiattack - Sir Percival makes two Longsword attacks.
Longsword - Melee weapon attack, +3 to hit, reach 1,5m, one target. Hit: 1d8+1 slashing damage or 1d10+1 slashing damage (if used with two hands).
Leadership - Sir Percival can utter a special command or warning whenever a nonhostile creature that it can see within 9 meters makes an attack roll or saving throw. The creature can add a d4 to its roll, provided it can hear and understand Sir Percival.
Keen Hearing and Smell - Advantage on wisdom checks that rely on hearing or smell.
Pack Tactics. Advantage on attack rolls against creatures if at least one of the wolf's allies is within 1.5m of the creature and the ally isn't incapacitated.
Bite - Melee weapon attack, +5 to hit, one target. Hit: 2d6+3 piercing damage. If the target is a creature, it must successid on a DC 13 Strength saving throw or be knocked prone.
Nimble Escape - Kraalkaarm can take the Disengage or Hide actionas a bonus action on each of its turns.
Spellcasting - Kraalkaarm is a 2nd-level Wizard. Its spellcasting ability is Intelligence (Spell Save DC 12, to hit with spell attacks +4)
Cantrips (at will): Prestidigitation, True Strike, Dancing Lights.
1st Level (3 slots): Grease, False Life, Magic Missile, Feather Fall, Mage Armor.
Quarterstaff - Melee Weapon Attack +0 to hit, reach 1.5m, one target. Hit: 1d6-2 bludgeoning damage.