# Winter Wolf *Large* *Monstrosity* *neutral evil* - **Armor Class:** 13 (natural armor) - **Hit Points:** 75 (10d10+20) - **Speed:** walk 50 ft. - **Challenge Rating:** 3 (700 XP) - **Source:** 5.1 SRD (2015 MM), page 392 | STR | DEX | CON | INT | WIS | CHA | | --- | --- | --- | --- | --- | --- | | 18 (+4) | 13 (+1) | 14 (+2) | 7 (-2) | 12 (+1) | 8 (-1) | - **Skills:** perception +5, stealth +3 - **Damage Immunities:** cold - **Senses:** passive Perception 15 - **Languages:** Common, Giant, Winter Wolf ### Special Abilities - **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.