Pack Tactics. The Iron Wolf has advantage on an attack roll against a creature if at least one of the Iron Wolf's allies is within 5 ft. of the creature and the ally isn't incapacitated.
Shield Bash. If the Iron Wolf takes the Attack action on their turn, they can use a bonus action to try to shove a creature within 5 feet of them with their shield.
Multiattack. The iron wolf makes two attacks with its spear.
Spear. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: (1d8 + 1) piercing damage.
Spear. Ranged Weapon Attack: +3 to hit, reach 20/60 ft., one target.
Hit: (1d8 + 1) piercing damage.
Ategev is Ukog's right hand man, serving as second in command for the iron wolves. Ategev has become close to Ukog, seeing him as a brother figure. While he also secretly aspire to become stronger than him, and eventually beat him in a fight.
Ategev raw strength comes from him not only being a half-orc, but also him secretly being a werewolf. Every full moon, he will try to either lock himself up or seek a place away from his friends.
Multiattack (Humanoid or Hybrid Form Only. Ategev makes two attacks with his longsword, or one with his bite and one with his claws.
Longsword (Humanoid Form Only). Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands.
Longbow (Humanoid Form Only). Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target.
Hit: 5 (1d8 + 1) piercing damage.
Bite (Wolf or Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: (1d8 + 2) piercing damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with werewolf lycanthropy
Claws (Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one creature.
Hit: (2d4 + 2) slashing damage.
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Shapechanger. Ategev can use his action to polymorph into a wolf-humanoid hybrid or into a wolf, or back into his true form, which is humanoid. His statistics, other than his AC, are the same in each form. Any equipment he is wearing or carrying isn't transformed. He reverts to his true form if he dies.
Keen Hearing and Smell. Ategev has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics. Ategev has advantage on an attack roll against a creature if at least one of Ategev allies is within 5 ft. of the creature and the ally isn't incapacitated.
Shield Bash. If Ategev takes the Attack action on his turn, he can use a bonus action to try to shove a creature within 5 feet of him with his shield.
Second Wind. Ategev can use a bonus action on his turn to regain hit points equal to 1d10 + his level. If he does so, he can't use this feature again until he finishes a short or long rest.
Improved Critical. Ategev's attack rolls now score a critical hit on a roll of 19 or 20 on the d20.