Frosty Foes
Frosty Foes
FROSTY FOES
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                                                        Actions
                                                        Multiattack. The cat attacks twice with its claws.
                                                        Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one
                                                        target. Hit: 9 (1d10 + 4) piercing damage and the target
                                                        is grappled (escape DC 14). Until this grapple ends, the
                                                        the cant can't bite another target.
                                                        Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one
                                                        target. Hit: 8 (1d8 + 4) slashing damage.
                                                        Devour Magic (recharge 4–6). The cat attempts to
                                                        absorb magical energy from all creatures within 30
                                                        ft. Each creature in that area that has spell slots must
                                                        make a DC 13 Charisma saving throw. On a failure, the
                                                        creature loses the highest level spell slot it has available
                                                        of 5th level or lower and takes psychic damage equal
                                                        to 1d10 + the level of the spell slot. The cat gains
                                                        temporary hit points equal to 1d10 + the combined
                                                        level of spell slots consumed this way.
                                                        Bonus Actions
                                                        Pack Leader. Growling loudly, the cat singles out a
                                                        target creature it can see within 30 feet. Until the start
                                                        of the cat's next turn, all other crag cats have advantage
                                                        on their attack rolls against that creature.
                                                        Reactions
                                                        Uncanny Dodge. When an attacker the cat can see hits
                                                        it with an attack, the cat can use its reaction to halve the
                                                        attack's damage against it.
2   | FROST SKELETON
Ice Banshee                                              Ice Banshee
The ice banshee is a “cold” take on the archetypical     Medium undead, chaotic evil
banshee. When a female elf dies cold and alone,          Armor Class 13
bitter and betrayed, she sometimes manifests as          Hit Points 63 (14d8)
an evil spirit who’s only intention is to deliver cold   Speed 0 ft., fly 40 ft. (hover)
vengeance to whoever wronged her.
                                                          STR        DEX       CON          INT       WIS       CHA
  Essence of Winter. The ice banshee is
                                                          1 (-5)    16 (+3)   10 (+0)      12 (+1)   11 (+0)   17 (+3)
unnaturally cold – so cold, even, that her mere
presence is harmful to anyone who approaches her.        Saving Throws Wis +3, Cha +6
An “ordinary” banshee’s touch is deadly enough,          Damage Resistances acid, lightning, thunder; piercing,
but the ice banshee’s is even more so, as it can         bludgeoning, and slashing from nonmagical attacks
temporarily immobilize any creature it touches.          Damage Immunities cold, necrotic, poison
  Freezing Wail. Finally, the banshee’s wail –           Condition Immunities charmed, exhaustion,
which any adventurer worth their salt knows is           frightened, grappled, paralyzed, petrified, poisoned,
a fearful thing – works slightly differently than        prone, restrained
other banshees, turning whoever hears it into            Senses Darkvision 60 ft., passive Perception 10
translucent statues of ice.                              Languages Common, Elvish
                                                         Challenge 5 (1,800 XP)      Proficiency Bonus +3
                                                         Actions
                                                         Cold Touch. Melee Spell Attack: +6 to hit, reach 5 ft.,
                                                         one target. Hit: 13 (3d6 + 3) cold damage and the target
                                                         must succeed on a DC 14 Constitution saving throw or
                                                         be paralyzed until the end of its next turn.
                                                         Horrifying Visage. Each non-undead creature within
                                                         60 feet of the banshee that can see her must succeed
                                                         on a DC 14 Wisdom saving throw or be frightened for 1
                                                         minute. A frightened target can repeat the saving throw
                                                         at the end of each of its turns, with disadvantage if the
                                                         banshee is within line of sight, ending the effect on
                                                         itself on a success. If a target’s saving throw is successful
                                                         or the effect ends for it, the target is immune to the
                                                         banshee’s Horrifying Visage for the next 24 hours.
                                                         Freezing Wail (1/day). The banshee releases a
                                                         mournful wail. Each non-undead, non-construct
                                                         creature within 30 feet of her that can hear her must
                                                         make a DC 14 Constitution saving throw. On a success,
                                                         a creature takes 10 (3d6) psychic damage and suffers
                                                         no other adverse effects. On a failure, the creature
                                                         begins turning into a statue of ice and is restrained. The
                                                         creature must repeat the saving throw at the end of its
                                                         next turn, becoming petrified on a failure, or ending
                                                         the effect on a success. A creature petrified by the
                                                         banshee’s freezing wail is turned to ice instead of stone.
                                                         While petrified, the creature doesn’t have resistance to
                                                         all damage, but instead has vulnerability to fire damage.
                                                           The petrification lasts until the banshee is destroyed or
                                                         the creature is freed by the greater restoration spell or
                                                         other magic.
                                                                                                         ICE BANSHEE |   3
       Ice Golem                                                  Ice Golem
       Fearsome constructs of arctic essence, ice golems          Large Construct, unaligned
       stand as glorious examples of what can be created          Armor Class 15 (natural armor)
       through ice and cold.                                      Hit Points 119 (14d10 + 42)
         Servants of Ice. Ice golems are often created            Speed 40 ft.
       and commanded by deities of cold or their agents.
       Whether wrought through arcane rituals by a                 STR       DEX       CON        INT      WIS      CHA
       powerful wizard beholden to an arctic archdevil            20 (+5)   10 (+0)   16 (+3)    5 (-3)   10 (+0)   1 (-4)
       or a druidic follower of the goddess of frost and          Damage Vulnerabilities fire
       cold, ice golems are often employed as guardians,          Damage Resistances bludgeoning, piercing, and
       mindless muscle, or even as front-line soldiers in         slashing from nonmagical attacks
       larger armies.                                             Damage Immunities cold, poison;
         Cold Fury. Like most golems, the ice golem               Condition Immunities charmed, exhaustion,
       has little thought of its own, but strives to carry        frightened, paralyzed, petrified, poisoned
       out its master’s orders unerringly. As such, the ice       Senses Blindsight 60 ft. (blind beyond this radius),
       golem will do what it can to avoid heat and fire –         passive Perception 10
       and focus its attacks on those who wield it – but          Languages —
       only if its orders allow it to do so. In battle, the ice   Challenge 7 (2,900 XP)        Proficiency Bonus +3
       golem prefers to get close to its enemies, letting its
                                                                  Cold Absorption. Whenever the golem is subjected to
       icy aura harm and hinder them. It uses its freezing
                                                                  cold damage, it takes no damage and instead regains a
       mist to engulf groups of foes and throws ice shards        number of hit points equal to the cold damage dealt.
       at enemies that remain out of its reach.
                                                                  Ice Walk. The golem can move across and climb icy
                                                                  surfaces without needing to make an ability check.
                                                                  Additionally, difficult terrain composed of ice or snow
                                                                  doesn’t cost it extra movement.
                                                                  Icy Aura. The ground in a 10-foot radius around the ice
                                                                  golem is icy and is difficult terrain for other creatures.
                                                                  Any other creature that ends its turn within that area
                                                                  takes 7 (2d6) cold damage.
                                                                  Immutable Form. The golem is immune to any spell or
                                                                  effect that would alter its form.
                                                                  Magic Resistance. The golem has advantage on saving
                                                                  throws against spells and other magical effects.
                                                                  Melt. While in an area of extreme heat, the golem loses
                                                                  1d6 hit points at the start of each of its turns.
                                                                  Unusual Nature. The golem doesn’t require air, food,
                                                                  drink, or sleep.
                                                                  Actions
                                                                  Multiattack. The golem makes two melee attacks.
                                                                  Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one
                                                                  target. Hit: 14 (2d8 + 5) bludgeoning damage plus 7
                                                                  (2d6) cold damage.
                                                                  Ice Shards. Ranged Weapon Attack: +3 to hit, range
                                                                  60 ft., one target. Hit: 16 (3d10) piercing damage. Hit
                                                                  or miss, the target and each creature within 5 feet of it
                                                                  must succeed on DC 14 Dexterity saving throw, taking
                                                                  14 (4d6) cold damage on a failure, and half as much on
                                                                  a success.
                                                                  Freezing Mist (recharge 5-6). The golem blasts a
                                                                  freezing mist in a 15-foot cone. Each creature in that
                                                                  area must make a DC 14 Constitution saving throw,
                                                                  taking 34 (10d6) cold damage on a failure, and half as
                                                                  much on a success. On a failure, a creature also begins
                                                                  turning to an icy statue and is restrained. The creature
                                                                  must repeat the saving throw at the end of its next turn,
                                                                  becoming petrified on a failure, or ending the effect
                                                                  on a success. The petrification lasts until the creature is
                                                                  freed by the greater restoration spell or other magic.
                                                                    A creature petrified by the golem’s freezing mist is
                                                                  turned to ice instead of stone. While petrified, the
                                                                  creature doesn’t have resistance to all damage, but
                                                                  instead has vulnerability to fire damage.
4   | ICE GOLEM
Ice Scorpions                                                 Adult Ice Scorpion
The ice scorpion is a dangerous creature native               Large beast, unaligned
to arctic regions. While similar to “regular” giant           Armor Class 15 (natural armor)
scorpions in many aspects, the ice scorpion is                Hit Points 85 (10d10 + 30)
distinguishable by its bluish-white chitin and the            Speed 40 ft.
snow-like venom that drips from its stinger.
                                                               STR        DEX       CON        INT      WIS      CHA
Beast’s Intelligence. In combat, the scorpions
                                                              16 (+3)    13 (+1)   16 (+3)    1 (-5)   10 (+0)   3 (-4)
are aggressive and fearless, but ultimately
concerned about their own survival first and                  Saving Throws Dex +4, Con +6
foremost. In most cases, an ice scorpion reduced to           Skills Perception +3
less than half its hit point maximum will attempt             Damage Immunities cold
to flee, although adult scorpions have been known             Senses Blindsight 60 ft., passive Perception 13
to fight to the death when protecting its young.              Languages —
                                                              Challenge 5 (1,800 XP)       Proficiency Bonus +3
Young Ice Scorpion                                            Ice Walk. The scorpion can move across icy surfaces
Medium beast, unaligned                                       without needing to make an ability check. Additionally,
                                                              difficult terrain composed of ice or snow doesn’t cost it
Armor Class 14 (natural armor)                                extra movement.
Hit Points 32 (5d8 + 10)                                      Skitter. When the scorpion enters any Medium or
Speed 30 ft.                                                  smaller creature’s space for the first time on a turn,
                                                              the creature must succeed on a DC 14 Strength saving
  STR       DEX       CON       INT     WIS      CHA
                                                              throw or be knocked prone.
 13 (+1)   13 (+1)   14 (+2)   1 (-5)   8 (-1)   3 (-4)
Damage Immunities cold                                        Actions
Senses Blindsight 60 ft., passive Perception 9                Multiattack. The scorpion makes three attacks: two
Languages —                                                   with its claws and one with its sting.
Challenge 1 (200 XP)         Proficiency Bonus +2             Claw. Melee Weapon Attack: +6 to hit, reach 5 ft. Hit:
                                                              7 (1d8 + 3) bludgeoning damage, and the target is
Ice Walk. The scorpion can move across icy surfaces           grappled (escape DC 14). The scorpion has two claws,
without needing to make an ability check. Additionally,       each of which can grapple only one target.
difficult terrain composed of ice or snow doesn’t cost it     Icy Sting. Melee Weapon Attack: +6 to hit, reach 5
extra movement.                                               ft. Hit: 8 (1d10 + 3) piercing damage plus 10 (3d6)
Actions                                                       cold damage, and the target must succeed on a DC
                                                              14 Constitution saving throw or become slowed for
Multiattack. The scorpion makes three attacks: two            1 minute, as icy venom courses through its veins. On
with its claws and one with its sting.                        each of its turns while slowed this way, the target must
Claw. Melee Weapon Attack: +3 to hit, reach 5 ft. Hit: 4      choose whether it gets a move, an action, or a bonus
(1d6 + 1) bludgeoning damage.                                 action; it gets only one of the three. The target can
Icy Sting. Melee Weapon Attack: +3 to hit, reach 5 ft. Hit:   repeat the saving throw at the end of each of its turns,
4 (1d6 + 1) piercing damage plus 3 (1d6) cold damage          ending the effect on itself on a success.
and the target must succeed on a DC 12 Constitution           Jet of Frost (recharge 5-6). The scorpion sprays a jet of
saving throw, or on its next turn it must choose whether      frost from its stinger in a 30-foot line that is 5 feet wide.
it gets a move, an action, or a bonus action; it gets only    Each creature in that line must make a DC 14 Dexterity
one of the three.                                             saving throw, taking 21 (6d6) cold damage on a failed
                                                              save, or half as much damage on a successful one.
                                                              Reactions
                                                              Protective Parent. When a creature within 30 feet of
                                                              the scorpion attacks one of its young, the ice scorpion
                                                              can use its reaction to move up to its speed toward that
                                                              creature and make a single melee attack against it.
                                                                                                        ICE SCORPIONS |       5
                                                                      Shamanic Leaders. The leader of a band of
      Snow Goblins                                                  snow goblins is often favored by the goblins' deity
      Hard environments produce hard folk, and goblins              of choice, whether that is The Mighty Chieftain or
      are no exception. Tougher and more resourceful                the Maiden of Frost. The snow goblin leader wields
      than their ordinary kin, the snow goblin is usually           blade and frosty magic together, and can inspire
      short (even for a goblin), stocky, and with a bluish          nearby goblins into a mad frenzy with a simple
      tint to their fur.                                            command.
        Primal Goblinoids. While their equipment is
      often primitive and rugged, snow goblins possess
      just a sliver of arctic, arcane power, that allows
      them to temporarily enchant shards of ice that can            Snow Goblin Leader
      be thrown at their foes.                                      Small humanoid (goblinoid), any alignment
        Fierce Fighters. The snow goblin isn't
                                                                    Armor Class 16 (hide armor, shield)
      necessarily more brave than an ordinary goblin
                                                                    Hit Points 27 (6d6 + 6)
      and still prefers to avoid tough fights. But when
                                                                    Speed 30 ft.
      backed into a corner, or if ordered to fight, the
      snow goblin fights with a fierce ferocity, often               STR       DEX        CON       INT      WIS       CHA
      climbing onto the backs of larger enemies and                 10 (+0)   14 (+2)    12 (+1)   10 (+0)   8 (-1)   14 (+2)
      attacking them with both weapons and teeth.                   Skills Stealth +6
                                                                    Damage Resistances Cold
                                                                    Senses Darkvision 60 ft., Passive Perception 9
       Snow Goblin                                                  Languages Common, Goblin
      Small humanoid (goblinoid), any alignment                     Challenge 1 (200 XP)         Proficiency Bonus +2
      Armor Class 16 (hide armor, shield)
                                                                    Nimble Escape. The goblin can take the Disengage or
      Hit Points 13 (3d6 + 3)                                       Hide action as a bonus action on each of its turns.
      Speed 30 ft.                                                  Snow Shoes. The goblin wears snowshoes and ignores
        STR       DEX       CON       INT      WIS      CHA         difficult terrain caused by snow.
       10 (+0)   14 (+2)   12 (+1)   10 (+0)   8 (-1)   8 (-1)      Actions
      Skills Stealth +6                                             Multiattack. The goblin makes two weapon attacks.
      Damage Resistances Cold                                       Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft.,
      Senses Darkvision 60 ft., Passive Perception 9                one target. Hit: 5 (1d6 + 2) slashing damage.
      Languages Common, Goblin                                      Ray of Frost. Ranged Spell Attack: +4 to hit, range 60
      Challenge 1/2 (100 XP)       Proficiency Bonus +2             ft. Hit: 9 (2d8) cold damage and the target's speed is
                                                                    reduced by 10 until the start of the goblin's next turn.
      Nimble Escape. The goblin can take the Disengage or
      Hide action as a bonus action on each of its turns.           Freezing Hands (1/day). Freezing cold blasts from the
                                                                    goblin's hands in a 15-foot cone. Each creature in that
      Snow Shoes. The goblin wears snowshoes and ignores
                                                                    area must make a DC 12 Constitution saving throw,
      difficult terrain caused by snow.
                                                                    taking 13 (3d8) cold damage on a failed save, or half as
      Actions                                                       much on a successful one.
                                                                    Sleet Storm (1/day). The goblin causes freezing rain
      Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft.,
                                                                    and sleet to fall in a 20-foot-tall cylinder with a 40-foot
      one target. Hit: 5 (1d6 + 2) slashing damage.
                                                                    radius centered on a point it chooses within 150 feet.
      Shard of Ice (3/day). Ranged Weapon Attack: +4 to             The area is heavily obscured, and exposed flames in the
      hit, range 20/40 ft., one target. Hit: 4 (1d4 + 2) piercing   area are doused.
      damage and each creature within 5 feet of the target            The ground in the area is covered with slick ice,
      must succeed on a DC 12 Dexterity saving throw or take        making it difficult terrain. When a creature enters the
      3 (1d6) piercing damage as they are hit by fragments          spell’s area for the first time on a turn or starts its turn
      from the shattering icicle.                                   there, it must make a DC 12 Dexterity saving throw. On
      Latch On. The goblin attempts to climb onto a Medium          a failed save, it falls prone.
      or larger creature within 5 ft. of it. The target must make     If a creature starts its turn in the spell's area and is
      a DC 12 Strength (Athletics) or Dexterity (Acrobatics)        concentrating on a spell, the creature must make a
      check. On a failure, the goblin successfully moves into       successful DC 12 Constitution saving throw or lose
      the target’s space and clings to its body. While in the       concentration.
      target’s space, the goblin moves with the target and
      has advantage on melee attack rolls against it, and the       Bonus Actions
      target has disadvantage on melee attacks against the          Maddening Inspiration. The goblin inspires another
      goblin. The target can dislodge the goblin as an action       goblin it can see within 30 ft. and that can hear it
      by succeeding on a DC 12 Strength (Athletics) check.          to make a haphazard attack. The target goblin can
                                                                    immediately use its reaction to move up to its speed
      Bonus Actions                                                 and make a melee weapon attack against a creature
      Bite. Melee Weapon Attack: +4 to hit, reach 0 ft., one        within its reach. Hit or miss, the target of the goblin’s
      target in the goblin's space. Hit: 4 (1d4 + 2) piercing       attack can then use its reaction to make an opportunity
      damage.                                                       attack against the goblin.
6   | SNOW GOBLINS
                                                           natural immunity to the cold, as well as a stronger
Winter Wyvern                                              natural armor. Finally, the winter wyvern has also
Accustomed to the fierce blizzards and freezing            learned how to use its environment to protect it,
temperatures of the arctic environment they                as it skillfully blows up snow and ice in the face of
inhabit, the winter wyvern holds several                   potential attackers.
advantages over other wyverns.                               Winter Weapons. Instead of regular venom,
  Arctic Acclimation. To help it navigate                  the winter wyvern’s venom freezes whoever feels
blizzards and even hunt in strong winds, the               the bite of its stinger. In addition, the winter
wyvern’s senses are enhanced and it has even               wyvern can also unleash a roar that can freeze
developed a limited blindsight. It also has a              even the fiercest warriors in their tracks.
                                                           Reactions
                                                           Warding Wings. When the wyvern is on the ground
                                                           and is attacked by a creature within 10 feet it can see, it
                                                           can swirl up snow, dirt, or dust before the attacker hits
                                                           or misses, imposing disadvantage on the attack roll. An
                                                           attacker that can’t be blinded is immune to this effect.
WINTER WYVERN | 7