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 feet 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.
Aetherial. This is an Aetherial creature. As such it is unaffected by non-magical attacks and can teleport up to 30 feet to an unoccupied space it can see that is large enough to hold it as a bonus action.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) piercing damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone.
Cold Breath (Recharge 3–4). The wolf exhales a blast of freezing wind in a 15-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw, taking 18 (4d8) cold damage on a failed save, or half as much damage on a successful one.
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