Fenrir

On the temperate plains and woods to the south, and in the frozen wastes to the far north, prowl the wolven people known as the fenrir. Though oft named half-wolves, the fenrir are not to be confused with werewolves—and to do so in their presence is most unwise.
Morphology
As their nickname implies, the fenrir appear as humanoid wolves standing on two legs. Much like wolves, their fur can range in colour from black as night, to pale as the moon. The wind wolves tend toward darker colours, with black and dark browns being common, while the frost wolves, fitting with their frozen climes, tend toward white and gray.
Tight-knit Families
Most fenrir, in their native lands, live in smaller groups consisting of a few families: grandparents, parents, and children. When a child comes of age, they must leave their birth-clan and wander the world. On this Tribulation, as it is called, they must prove themselves able to contribute to the clan; when they have sufficient proof, they seek out a new clan—and
As a people filled with wanderlust, they rarely settle in any one place for too long, living nomadic lives.
Traits
Creature Type: You are a humanoid.
Size: Medium. Fenrir are typically over 6 feet tall, and more than a few go above 7 feet.
Speed: 35 ft.
Life Span: The fenrir mature at the same rate as humans, but live for 10-20 years longer.
Darkvision. You have darkvision with a range of 60 feet.
Wolf Claws. You can use your claws to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier slashing damage, instead of the bludgeoning damage normal for an unarmed strike.
Subrace. Two main groups of fenrir exist: frost wolves, and wind wolves. Choose one of these subraces.
Frost Wolves
Hailing from the far frozen north, the frost wolves have taken on some of the cold magic of their home.
Arctic Fur. You have resistance to cold damage.
Shiva’s Touch. Choose either booming blade or ray of frost. You know that cantrip. If you chose booming blade, it deals cold damage instead of its normal damage type, and you may ignore its material component if you make the attack using one of your claws. Starting at 3rd level, you can cast the ice knife spell with this trait. Starting at 5th level, you can also cast the Rime’s binding ice spell with this trait. Once you cast ice knife or Rime’s binding ice with this trait, you can’t that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level.
Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).
Wind Wolves
Hailing from the wind-swept plains and forests to the south, the wind wolves are expert hunters.
Stalker. You are proficient in the Stealth skill.
Hunter’s Instincts. You have proficiency in one of the following skills of your choice: Athletics, Intimidation, Perception, or Survival.
Daunting Roar. As a bonus action, you can let out an especially menacing roar. Creatures of your choice within 10 feet of you that can hear you must succeed on a Wisdom saving throw or become frightened of you until the end of your next turn. The DC of the save equals 8 + your proficiency bonus + your Constitution modifier. Once you use this trait, you can’t use it again until you finish a short or long rest.