Free interactive D&D 5e SRD stat block

Winter Wolf

Large Monstrosity, CR 3, AC 13, 75 HP. Neutral Evil.

Large Monstrosity, Neutral Evil

AC
13
Initiative
+1 (11)
HP
75 (10d10+20)
Speed
50 ft.
ScoreModSave
STR 18 +4 +4
DEX 13 +1 +1
CON 14 +2 +2
INT 7 -2 -2
WIS 12 +1 +1
CHA 8 -1 -1
Skills
Perception +5 , Stealth +5
Immunities
Cold
Senses
Passive Perception 15
Languages
Common, Giant
CR
3 (XP 700; PB +2)

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 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.

How to use this page

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