jason-oneal/dnd-5e-dataset huggingface dataset:
Question: Describe the Werebear, Bear Form monster in D&D 5e.
Answer: Werebear, Bear Form is a Medium humanoid (neutral good).
AC: 11 (natural), HP: 135 (18d8), Speed: walk 40 ft., climb 30 ft..
Abilities: STR 19 DEX 10 CON 17 INT 11 WIS 12 CHA 12.
Senses: passive_perception 17. Languages: None. CR: 5.

Special Abilities:
**Shapechanger:** The werebear can use its action to polymorph into a Large bear-humanoid hybrid or into a Large bear, or back into its true form, which is humanoid. Its statistics, other than its size and AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

**Keen Smell:** The werebear has advantage on Wisdom (Perception) checks that rely on smell.
Actions:
**Multiattack:** In bear form, the werebear makes two claw attacks. In humanoid form, it makes two greataxe attacks. In hybrid form, it can attack like a bear or a humanoid.

**Bite:** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage. If the target is a humanoid, it must succeed on a DC 14 Constitution saving throw or be cursed with werebear lycanthropy.

**Claw:** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.
Question: Describe the Werebear, Human Form monster in D&D 5e.
Answer: Werebear, Human Form is a Medium humanoid (neutral good).
AC: 10 (dex), HP: 135 (18d8), Speed: walk 30 ft..
Abilities: STR 19 DEX 10 CON 17 INT 11 WIS 12 CHA 12.
Senses: passive_perception 17. Languages: Common. CR: 5.

Special Abilities:
**Shapechanger:** The werebear can use its action to polymorph into a Large bear-humanoid hybrid or into a Large bear, or back into its true form, which is humanoid. Its statistics, other than its size and AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

**Keen Smell:** The werebear has advantage on Wisdom (Perception) checks that rely on smell.
Actions:
**Multiattack:** In bear form, the werebear makes two claw attacks. In humanoid form, it makes two greataxe attacks. In hybrid form, it can attack like a bear or a humanoid.

**Greataxe:** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) slashing damage.
Question: Describe the Werebear, Hybrid Form monster in D&D 5e.
Answer: Werebear, Hybrid Form is a Medium humanoid (neutral good).
AC: 11 (natural), HP: 135 (18d8), Speed: walk 40 ft., climb 30 ft..
Abilities: STR 19 DEX 10 CON 17 INT 11 WIS 12 CHA 12.
Senses: passive_perception 17. Languages: Common. CR: 5.

Special Abilities:
**Shapechanger:** The werebear can use its action to polymorph into a Large bear-humanoid hybrid or into a Large bear, or back into its true form, which is humanoid. Its statistics, other than its size and AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

**Keen Smell:** The werebear has advantage on Wisdom (Perception) checks that rely on smell.
Actions:
**Multiattack:** In bear form, the werebear makes two claw attacks. In humanoid form, it makes two greataxe attacks. In hybrid form, it can attack like a bear or a humanoid.

**Bite:** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage. If the target is a humanoid, it must succeed on a DC 14 Constitution saving throw or be cursed with werebear lycanthropy.

**Claw:** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.

**Greataxe:** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) slashing damage.
Question: Describe the Wereboar, Boar Form monster in D&D 5e.
Answer: Wereboar, Boar Form is a Medium humanoid (neutral evil).
AC: 11 (natural), HP: 78 (12d8), Speed: walk 40 ft..
Abilities: STR 17 DEX 10 CON 15 INT 10 WIS 11 CHA 8.
Senses: passive_perception 12. Languages: None. CR: 4.

Special Abilities:
**Shapechanger:** The wereboar can use its action to polymorph into a boar-humanoid hybrid or into a boar, or back into its true form, which is humanoid. Its statistics, other than its AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

**Charge (Boar or Hybrid Form Only):** If the wereboar moves at least 15 feet straight toward a target and then hits it with its tusks on the same turn, the target takes an extra 7 (2d6) slashing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

**Relentless:** If the wereboar takes 14 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.
Actions:
**Tusks:** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with wereboar lycanthropy.
Question: Describe the Wereboar, Human Form monster in D&D 5e.
Answer: Wereboar, Human Form is a Medium humanoid (neutral evil).
AC: 10 (dex), HP: 78 (12d8), Speed: walk 30 ft..
Abilities: STR 17 DEX 10 CON 15 INT 10 WIS 11 CHA 8.
Senses: passive_perception 12. Languages: Common (can't speak in boar form). CR: 4.

Special Abilities:
**Shapechanger:** The wereboar can use its action to polymorph into a boar-humanoid hybrid or into a boar, or back into its true form, which is humanoid. Its statistics, other than its AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

**Relentless:** If the wereboar takes 14 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.
Actions:
**Multiattack:** The wereboar makes two attacks, only one of which can be with its tusks.

**Maul:** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage.
Question: Describe the Wereboar, Hybrid Form monster in D&D 5e.
Answer: Wereboar, Hybrid Form is a Medium humanoid (neutral evil).
AC: 11 (natural), HP: 78 (12d8), Speed: walk 30 ft..
Abilities: STR 17 DEX 10 CON 15 INT 10 WIS 11 CHA 8.
Senses: passive_perception 12. Languages: Common. CR: 4.

Special Abilities:
**Shapechanger:** The wereboar can use its action to polymorph into a boar-humanoid hybrid or into a boar, or back into its true form, which is humanoid. Its statistics, other than its AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

**Charge (Boar or Hybrid Form Only):** If the wereboar moves at least 15 feet straight toward a target and then hits it with its tusks on the same turn, the target takes an extra 7 (2d6) slashing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

**Relentless:** If the wereboar takes 14 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.
Actions:
**Multiattack:** The wereboar makes two attacks, only one of which can be with its tusks.

**Maul:** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage.

**Tusks:** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with wereboar lycanthropy.
Question: Describe the Wererat, Human Form monster in D&D 5e.
Answer: Wererat, Human Form is a Medium humanoid (lawful evil).
AC: 12 (dex), HP: 33 (6d8), Speed: walk 30 ft..
Abilities: STR 10 DEX 15 CON 12 INT 11 WIS 10 CHA 8.
Senses: passive_perception 12. Languages: Common. CR: 2.

Special Abilities:
**Shapechanger:** The wererat can use its action to polymorph into a rat-humanoid hybrid or into a giant rat, or back into its true form, which is humanoid. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

**Keen Smell:** The wererat has advantage on Wisdom (Perception) checks that rely on smell.
Actions:
**Multiattack:** The wererat makes two attacks, only one of which can be a bite.

**Shortsword:** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

**Hand Crossbow:** Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Question: Describe the Wererat, Hybrid Form monster in D&D 5e.
Answer: Wererat, Hybrid Form is a Medium humanoid (lawful evil).
AC: 12 (natural), HP: 33 (6d8), Speed: walk 30 ft..
Abilities: STR 10 DEX 15 CON 12 INT 11 WIS 10 CHA 8.
Senses: passive_perception 12. Languages: Common. CR: 2.

Special Abilities:
**Shapechanger:** The wererat can use its action to polymorph into a rat-humanoid hybrid or into a giant rat, or back into its true form, which is humanoid. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

**Keen Smell:** The wererat has advantage on Wisdom (Perception) checks that rely on smell.
Actions:
**Multiattack:** The wererat makes two attacks, only one of which can be a bite.

**Bite:** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. If the target is a humanoid, it must succeed on a DC 11 Constitution saving throw or be cursed with wererat lycanthropy.

**Shortsword:** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

**Hand Crossbow:** Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Question: Describe the Wererat, Rat Form monster in D&D 5e.
Answer: Wererat, Rat Form is a Medium humanoid (lawful evil).
AC: 12 (natural), HP: 33 (6d8), Speed: walk 30 ft..
Abilities: STR 10 DEX 15 CON 12 INT 11 WIS 10 CHA 8.
Senses: darkvision 60 ft., passive_perception 12. Languages: None. CR: 2.

Special Abilities:
**Shapechanger:** The wererat can use its action to polymorph into a rat-humanoid hybrid or into a giant rat, or back into its true form, which is humanoid. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

**Keen Smell:** The wererat has advantage on Wisdom (Perception) checks that rely on smell.
Actions:
**Bite:** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. If the target is a humanoid, it must succeed on a DC 11 Constitution saving throw or be cursed with wererat lycanthropy.
Question: Describe the Weretiger, Human Form monster in D&D 5e.
Answer: Weretiger, Human Form is a Medium humanoid (neutral).
AC: 12 (dex), HP: 120 (16d8), Speed: walk 30 ft..
Abilities: STR 17 DEX 15 CON 16 INT 10 WIS 13 CHA 11.
Senses: darkvision 60 ft., passive_perception 15. Languages: Common. CR: 4.

Special Abilities:
**Shapechanger:** The weretiger can use its action to polymorph into a tiger-humanoid hybrid or into a tiger, or back into its true form, which is humanoid. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

**Keen Hearing and Smell:** The weretiger has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Actions:
**Multiattack:** In humanoid form, the weretiger makes two scimitar attacks or two longbow attacks. In hybrid form, it can attack like a humanoid or make two claw attacks.

**Scimitar:** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.

**Longbow:** Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
Question: Describe the Weretiger, Hybrid Form monster in D&D 5e.
Answer: Weretiger, Hybrid Form is a Medium humanoid (neutral).
AC: 12 (dex), HP: 120 (16d8), Speed: walk 30 ft..
Abilities: STR 17 DEX 15 CON 16 INT 10 WIS 13 CHA 11.
Senses: darkvision 60 ft., passive_perception 15. Languages: Common. CR: 4.

Special Abilities:
**Shapechanger:** The weretiger can use its action to polymorph into a tiger-humanoid hybrid or into a tiger, or back into its true form, which is humanoid. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

**Keen Hearing and Smell:** The weretiger has advantage on Wisdom (Perception) checks that rely on hearing or smell.

**Pounce:** If the weretiger moves at least 15 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the weretiger can make one bite attack against it as a bonus action.
Actions:
**Multiattack:** In humanoid form, the weretiger makes two scimitar attacks or two longbow attacks. In hybrid form, it can attack like a humanoid or make two claw attacks.

**Bite:** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage. If the target is a humanoid, it must succeed on a DC 13 Constitution saving throw or be cursed with weretiger lycanthropy.

**Claw:** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.

**Scimitar:** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.

**Longbow:** Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
Question: Describe the Weretiger, Tiger Form monster in D&D 5e.
Answer: Weretiger, Tiger Form is a Medium humanoid (neutral).
AC: 12 (natural), HP: 120 (16d8), Speed: walk 40 ft..
Abilities: STR 17 DEX 15 CON 16 INT 10 WIS 13 CHA 11.
Senses: darkvision 60 ft., passive_perception 15. Languages: None. CR: 4.

Special Abilities:
**Shapechanger:** The weretiger can use its action to polymorph into a tiger-humanoid hybrid or into a tiger, or back into its true form, which is humanoid. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

**Keen Hearing and Smell:** The weretiger has advantage on Wisdom (Perception) checks that rely on hearing or smell.

**Pounce:** If the weretiger moves at least 15 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the weretiger can make one bite attack against it as a bonus action.
Actions:
**Bite:** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage. If the target is a humanoid, it must succeed on a DC 13 Constitution saving throw or be cursed with weretiger lycanthropy.

**Claw:** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.
Question: Describe the Werewolf, Human Form monster in D&D 5e.
Answer: Werewolf, Human Form is a Medium humanoid (chaotic evil).
AC: 11 (dex), HP: 58 (9d8), Speed: walk 30 ft..
Abilities: STR 15 DEX 13 CON 14 INT 10 WIS 11 CHA 10.
Senses: passive_perception 14. Languages: Common. CR: 3.

Special Abilities:
**Shapechanger:** The werewolf can use its action to polymorph into a wolf-humanoid hybrid or into a wolf, or back into its true form, which is humanoid. Its statistics, other than its AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

**Keen Hearing and Smell:** The werewolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Actions:
**Multiattack:** The werewolf makes two attacks: two with its spear (humanoid form) or one with its bite and one with its claws (hybrid form).

**Spear:** Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack.
Question: Describe the Werewolf, Hybrid Form monster in D&D 5e.
Answer: Werewolf, Hybrid Form is a Medium humanoid (chaotic evil).
AC: 12 (natural), HP: 58 (9d8), Speed: walk 30 ft..
Abilities: STR 15 DEX 13 CON 14 INT 10 WIS 11 CHA 10.
Senses: passive_perception 14. Languages: Common. CR: 3.

Special Abilities:
**Shapechanger:** The werewolf can use its action to polymorph into a wolf-humanoid hybrid or into a wolf, or back into its true form, which is humanoid. Its statistics, other than its AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

**Keen Hearing and Smell:** The werewolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Actions:
**Multiattack:** The werewolf makes two attacks: two with its spear (humanoid form) or one with its bite and one with its claws (hybrid form).

**Bite:** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with werewolf lycanthropy.

**Claws:** Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (2d4 + 2) slashing damage.
Question: Describe the Werewolf, Wolf Form monster in D&D 5e.
Answer: Werewolf, Wolf Form is a Medium humanoid (chaotic evil).
AC: 12 (natural), HP: 58 (9d8), Speed: walk 40 ft..
Abilities: STR 15 DEX 13 CON 14 INT 10 WIS 11 CHA 10.
Senses: passive_perception 14. Languages: None. CR: 3.

Special Abilities:
**Shapechanger:** The werewolf can use its action to polymorph into a wolf-humanoid hybrid or into a wolf, or back into its true form, which is humanoid. Its statistics, other than its AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

**Keen Hearing and Smell:** The werewolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Actions:
**Bite:** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with werewolf lycanthropy.
Question: Describe the White Dragon Wyrmling monster in D&D 5e.
Answer: White Dragon Wyrmling is a Medium dragon (chaotic evil).
AC: 16 (natural), HP: 32 (5d8), Speed: walk 30 ft., burrow 15 ft., fly 60 ft., swim 30 ft..
Abilities: STR 14 DEX 10 CON 14 INT 5 WIS 10 CHA 11.
Senses: blindsight 10 ft., darkvision 60 ft., passive_perception 14. Languages: Draconic. CR: 2.

Actions:
**Bite:** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage plus 2 (1d4) cold damage.

**Cold Breath:** The dragon exhales an icy blast of hail in a 15-foot cone. Each creature in that area must make a DC 12 Constitution saving throw, taking 22 (5d8) cold damage on a failed save, or half as much damage on a successful one.
Question: Describe the Wight monster in D&D 5e.
Answer: Wight is a Medium undead (neutral evil).
AC: 14 (armor), HP: 45 (6d8), Speed: walk 30 ft..
Abilities: STR 15 DEX 14 CON 16 INT 10 WIS 13 CHA 15.
Senses: darkvision 60 ft., passive_perception 13. Languages: the languages it knew in life. CR: 3.

Special Abilities:
**Sunlight Sensitivity:** While in sunlight, the wight has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Actions:
**Multiattack:** The wight makes two longsword attacks or two longbow attacks. It can use its Life Drain in place of one longsword attack.

**Life Drain:** Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) necrotic damage. The target must succeed on a DC 13 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
A humanoid slain by this attack rises 24 hours later as a zombie under the wight's control, unless the humanoid is restored to life or its body is destroyed. The wight can have no more than twelve zombies under its control at one time.

**Longsword:** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands.

**Longbow:** Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
Question: Describe the Will-o'-Wisp monster in D&D 5e.
Answer: Will-o'-Wisp is a Tiny undead (chaotic evil).
AC: 19 (dex), HP: 22 (9d4), Speed: walk 0 ft., fly 50 ft., hover true.
Abilities: STR 1 DEX 28 CON 10 INT 13 WIS 14 CHA 11.
Senses: darkvision 120 ft., passive_perception 12. Languages: the languages it knew in life. CR: 2.

Special Abilities:
**Consume Life:** As a bonus action, the will-o'-wisp can target one creature it can see within 5 ft. of it that has 0 hit points and is still alive. The target must succeed on a DC 10 Constitution saving throw against this magic or die. If the target dies, the will-o'-wisp regains 10 (3d6) hit points.

**Ephemeral:** The will-o'-wisp can't wear or carry anything.

**Incorporeal Movement:** The will-o'-wisp can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

**Variable Illumination:** The will-o'-wisp sheds bright light in a 5- to 20-foot radius and dim light for an additional number of ft. equal to the chosen radius. The will-o'-wisp can alter the radius as a bonus action.
Actions:
**Shock:** Melee Spell Attack: +4 to hit, reach 5 ft., one creature. Hit: 9 (2d8) lightning damage.

**Invisibility:** The will-o'-wisp and its light magically become invisible until it attacks or uses its Consume Life, or until its concentration ends (as if concentrating on a spell).
Question: Describe the Winter Wolf monster in D&D 5e.
Answer: Winter Wolf is a Large monstrosity (neutral evil).
AC: 13 (natural), HP: 75 (10d10), Speed: walk 50 ft..
Abilities: STR 18 DEX 13 CON 14 INT 7 WIS 12 CHA 8.
Senses: passive_perception 15. Languages: Common, Giant, Winter Wolf. CR: 3.

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. Special Abilities:
**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:** 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.
Question: Describe the Wolf monster in D&D 5e.
Answer: Wolf is a Medium beast (unaligned).
AC: 13 (natural), HP: 11 (2d8), Speed: walk 40 ft..
Abilities: STR 12 DEX 15 CON 12 INT 3 WIS 12 CHA 6.
Senses: passive_perception 13. Languages: None. CR: 0.25.

Special Abilities:
**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.
Actions:
**Bite:** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.