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.
Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) 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 5–6). The wolf exhales a blast of freezing wind in a 20-foot cone. Each creature in that area must make a DC 14 Dexterity saving throw, taking 26 (6d8) cold damage on a failed save, or half as much damage on a successful one.
Description
The arctic-dwelling winter wolf is as large as a dire wolf but has snow-white fur and pale blue eyes. Frost giants use these evil creatures as guards and hunting companions, putting the wolves' deadly breath weapon to use against their foes. Winter wolves communicate with one another using growls and barks, but they speak Common and Giant well enough to follow simple conversations.
Lair and Lair Actions
On initiative count 20 (losing initiative ties), the Wolf takes a lair action to cause one of the following effects; the Wolf can’t use the same effect two rounds in a row:
- Freezing fog fills a 20-foot-radius sphere centered on a point the wolf can see within 120 feet of it. The fog spreads around corners, and its area is heavily obscured. Each creature in the fog when it appears must make a DC 10 Constitution saving throw, taking 10 (3d6) cold damage on a failed save, or half as much damage on a successful one. A creature that ends its turn in the fog takes 10 (3d6) cold damage. A wind of at least 20 miles per hour disperses the fog. The fog otherwise lasts until the wolf uses this lair action again or until the wolf dies.
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