Winter WolfLarge monstrosity
Keen Hearing and Smell. The wolf has advantage on Perception checks that rely on hearing or smell.
Maneuvers. The winter wolf uses maneuvers (maneuver save DC 14). It has 9 stamina dice which are d8s, a dice limit of 1, regains all expended stamina dice when it finishes a long rest, and regains half its total stamina dice (rounded up) when it finishes a short rest. It knows the following maneuvers:
Pack Tactics. The wolf has advantage on an attack roll against a creature if at least one of the wolf’s allies is within 1 meter of the creature and the ally isn’t incapacitated.
Snow Camouflage. The wolf has advantage on Stealth checks made to avoid being noticed in snowy terrain.
Bite (1/turn). Melee Weapon Attack: +6 to hit, reach 1 m. Hit: 11 (2d6 + 4) piercing damage.
Cold Breath (Costs 2 actions; Recharge 5–6). The wolf exhales a blast of freezing wind in a 3-meter cone or a 5-meter line. Each creature in that area must make a DC 12 Reflex saving throw. On a failed save, a creature takes 22 (4d10) cold damage and is slowed 1 for 1 minute. On a successful save, a creature takes half as much damage and isn’t slowed. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
As an action, you can use the Dash action. If you move at least 4 meters straight toward a creature, you can make a melee weapon attack against it. Add the stamina die to the attack’s damage (add half if you miss by 4 or less).
You can increase the damage for each additional stamina die expended.