Large Monstrosity, Neutral Evil
- AC
- 13
- Initiative
- +1 (11)
- HP
- 75 (10d10+20)
- Speed
- 50 ft.
| Score | Mod | Save | |
|---|---|---|---|
| STR | 18 | +4 | +4 |
| DEX | 13 | +1 | +1 |
| CON | 14 | +2 | +2 |
| INT | 7 | -2 | -2 |
| WIS | 12 | +1 | +1 |
| CHA | 8 | -1 | -1 |
Traits
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 feet of the creature and the ally doesn't have the Incapacitated condition.
Actions
Bite. Melee Attack Roll: +6, reach 5 ft. Hit: 11 (2d6+4) Piercing damage. If the target is a Large or smaller creature, it has the Prone condition.
Cold Breath (Recharge 5-6). Constitution Saving Throw: DC 12, each creature in a 15-foot Cone. Failure: 18 (4d8) Cold damage. Success: Half damage.
How to run Winter Wolf
A winter wolf ally is a frost giant's gift, a debt owed to a ranger who saved a cub, or a bargain a cleric struck with a winter spirit at a high pass. The wolf speaks Common, so it negotiates its own terms. Establish those terms in the first scene: meat, shelter, a specific enemy delivered, a particular crossing escorted. The wolf does not love the party. It works for them, and it will say so in plain Common.
In combat, the wolf is a coordinated flanker. Pack Tactics works with any of the party's frontline, so the right play is to feed it the same target the fighter is hitting. Bite at +6 with Advantage knocks a Large or smaller enemy Prone, which sets up the rogue's sneak attack and the paladin's smite on the next turn. Cold Breath in a 15-foot cone is the AOE the party didn't have, and 4d8 is enough to drop most CR 1 to 3 mooks on a failed save. Cold immunity means the party's frost mage can blizzard the room without checking lines.
Out of combat, the wolf is a scout and a sentry. Perception +5, Stealth +5, passive 15. It watches a campsite better than a human watch can, and it will warn the party in Common before the threat reaches the fire. It does not fetch and it does not perform, and it tolerates being petted only by the one PC it has agreed to follow.
When the bargain ends, the wolf walks back into the snow and the party never sees it again. If they harmed it or shorted it on the deal, the next time they cross a high pass the pack waits for them, and it remembers names.
A winter wolf is a thinking predator that speaks Common and Giant. The party should overhear the wolves talking to each other before the first attack lands. That single detail changes the encounter from a survival fight to an ambush by something that has been planning.
Open with positioning, not Cold Breath. Speed 50, Stealth +5, and Pack Tactics means the right turn one is to circle, get one wolf on each flank of a chosen target, and wait for the breath to recharge. Once the pack has the formation, exhale. Cold Breath is a 15-foot cone, DC 12 Constitution save for 4d8 cold, recharge 5-6. Two wolves in different cones can hit different clusters, so spread them across the party rather than stacking. After the breath, close to Bite. Bite is +6 for 2d6+4 piercing, and a Large or smaller hit target goes Prone. With Pack Tactics, Bite has Advantage as soon as a second wolf is within 5 ft. of the same target. Prone plus Advantage on follow-up attacks is the loop that kills a PC.
Target priority is the squishy first, the spellcaster second, the prone PC third. Winter wolves are smart enough to recognize the cleric mid-fight and cut her off; have one wolf break formation specifically to keep the healer Prone and biting. Cold immunity means a frost mage's Cone of Cold does nothing here. The party's wizard needs to switch to fire or force, and the winter wolf will laugh in Giant when she misses with her usual rotation.
Winter wolves serve frost giants and other cold-region powers as scouts and hunters. They retreat at half pack strength and report back. The party that drives off a pack should expect the giant who owns it to know they're coming, and to know roughly how many they are and which one of them carries the cold-resistant cloak.
Stat block from the System Reference Document 5.2.1 © Wizards of the Coast LLC, used under the Creative Commons Attribution 4.0 license.