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 1 meter of the creature and the ally isn't incapacitated.
Acid Breath (Recharge 5-6). The wolf exhales a blast of red acid mist in a 3 meter cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 18 (4d8) acid damage on a failed save, or half as much damge on a successful one. Bite. Melee Weapon Attack: +6 to hit, reach 1 m, one target. Hit: 11 (2d6+4) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.
Become one with the Mist (Recharge 6). The wolf turns for a moment into mist, dodging any attack.