My first recommendation for you is to work on your formatting! You do a good job keeping him from being one very long paragraph, but each of his spells look like run-on sentences.
Here is a great guide to formatting on the boards:
https://boards.na.leagueoflegends.com/en/c/miscellaneous/YHPBc6k3-board-formatting-101
You can also look at lolwiki to see how they format spells and try to emulate it, that's often how I choose to do it since it is clear and familiar to many players.
On range measurement: you use yards, when the measurement used in league is in units! For reference, 100 units= 1 Teemo. You can look at spell ranges on lolwiki for abilities you think have the right distance and copy/modify those too.
Tallows kit:
**1. Path of frost: **how do you want this to mesh with his kit? He doesn't seem to want to run around and past enemies, all of his spells are ranged and packed with plenty of hard cc already. This one feels almost like it was just added on to match his e.
The basic attacks/spells stacking a root seems cool. But 3 to 5 seconds puts Morgana to Shane. Her dark binding feels like a death sentence and it only reaches 3 seconds at max rank. This goes up to almost double that
2. Q: is wolf dash a dash or a projectile? Why does it do extra damage to crowd controlled targets if it is likely going to be used as one of his primary tools to get the crowd control on them? The ad scaling also seems weird. Everything else scales with ap.
3. W: now if I said a 3 second root was long... This guy gets nearly a TEN SECOND fear.
That's just... Insane. You either have a qss or you die if he hits you with it. You seem to have this issue on a number of your spells, huge huge huge durations and long cooldowns. That doesn't really feel great to play as or against. Always keep in mind the question: why would people want to play this, or have it on their team?
Also I'm still not sure how you want him to play, so it's hard to get a grasp on whether his kit fits together.
4. E: Ah so this is his engage. The e into w combo seems... Brokenly potent. Just click on somebody and you have them locked down for damn near 15 seconds if you time your passive right. How do you play around this? What options does it provide him for interesting play, and his enemies for ways to play around him?
5. R: 90 second empowered state. Just... Why? Why so long? Why not just have him always be empowered at this rate? And what it provides is buffed versions of already extremely loaded and powerful spells. It's a cool idea, him turning into a wolf and becoming more powerful, but this needs major work before it could be considered cohesive.
I recommend going back to where you started here and nailing down what you want him to do in game. Not his lore, or character, but just from a pure gameplay perspective. Look at other existing kits to see what reasonable cooldowns and spell durations are, and keep in mind you can't just make him so reliable that he autowins fights.
Look for places where you can trim the fat and add interesting mechanics and counterplay.
Have a nice day!