Basic Rules

Armor Class 13 (Natural)

Hit Points 75 (10d10+20)

Speed walk 50 ft.

STR DEX CON
18 (+4) 13 (+1) 14 (+2)
INT WIS CHA
7 (-2) 12 (+1) 8 (-1)

Saving Throws

Skills Perception +5, Stealth +3

Damage Immunities Cold

Senses Passive Perception 15

Languages Common, Giant, Winter Wolf

Challenge 3 (700 XP)

Proficiency Bonus +2

Traits

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 5 ft. of the creature and the ally isn’t incapacitated.

Snow Camouflage. The wolf has advantage on Dexterity (Stealth) checks made to hide in snowy terrain.

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., 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.

Cold Breath (Recharge 5-6). The wolf exhales a blast of freezing wind in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 18 (4d8) cold damage on a failed save, or half as much damage on a successful one.