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.
How many winter wolves for a fight?
A winter wolf is worth 700 XP. Using the 2024 encounter budgets (SRD 5.2), this is how many winter wolves fit each difficulty for a party of four characters of the same level. A dash means even one would be over the budget.
Party level
Low
Moderate
High
2nd
—
—
1
3rd
—
1
2
4th
1
2
2
5th
2
4
6
6th
3
5
8
7th
4
7
9
8th
5
9
12
9th
7
11
12+
10th
9
12+
12+
11th
10
12+
12+
12th
12
12+
12+
Budgets add up every monster’s XP, so you can swap some for other creatures of the same total. Try other party sizes and mixes in the encounter calculator.
How the winter wolf compares at CR 3
Against the 21 other challenge 3 monsters in the SRD 5.1, the winter wolf has more hit points than 18 of them, which makes it one of the toughest at its CR. See every CR 3 monster.
Statistic
Winter Wolf
CR 3 average
Armor Class
13
14.1
Hit points
75
58
Best attack bonus
+6
+5
Best save DC
12
12
Winter Wolf 2024 stat block
The 2024 Monster Manual revised the winter wolf, and the SRD 5.2 carries the new stat block. What changed:
Gone from it: Keen Hearing and Smell and Snow Camouflage.
Armor Class
13
Hit Points
75 (10d10 + 20)
Speed
50 ft.
Challenge
3 (700 XP)
STR
DEX
CON
INT
WIS
CHA
18 (+4)
13 (+1)
14 (+2)
7 (-2)
12 (+1)
8 (-1)
Damage immunities
cold
Senses
passive Perception 15
Languages
Common, Giant
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.