0% found this document useful (0 votes)
33 views9 pages

Frosty Foes

Uploaded by

mentalflush.com
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
33 views9 pages

Frosty Foes

Uploaded by

mentalflush.com
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 9

Frosty Foes

FROSTY FOES

CREATED WITH SUPPORT FROM OUR PATRONS

PATREON | EVENTYR
Sign up to the Eventyr Games Patreon
and get weekly maps, monsters, magic items
(including tokens, item cards, and encounter
descriptions for the creatures in this compendium)
+ a monthly 5E D&D adventure!

Crag Cat Alpha 1


Frost Skeleton 2
Frost Ghoul 2
Ice Banshee 3
Ice Golem 4
Ice Scorpions 5
Snow Goblins 6
Winter Wyvern 7
Crag Cat Alpha Crag Cat Alpha
The crag cat alpha is not only more powerful than Large monstrosity, unaligned
the rest of its pack, it is also much more versatile. Armor Class 15 (natural armor)
It can pounce and repel spells just like ordinary Hit Points 85 (10d10 + 30)
crag cats, but can also pin down targets with its Speed 40 ft., climb 30 ft.
bite, dodge attacks against it with uncanny speed,
STR DEX CON INT WIS CHA
and steal magical energy from creatures around it.
18 (+4) 17 (+3) 16 (+3) 4 (-3) 14 (+2) 8 (-1)
Crag Cat Pelts. The crag cat is renowned for
its ability to repel spells – an ability that stems Saving Throws Str +6, Dex +5, Con +5
from the crag cat's pelt. If enough high-quality pelt Skills Athletics +6, Perception +4, Stealth +7
is gathered alongside other valuable components, a Senses Darkvision 60 ft., passive Perception 14
magic item that can repel spells can be fashioned. Languages –
An uncommon crag cat coat can be fashioned Challenge 5 (1,800 XP) Proficiency Bonus +3
in 5 days using pelts from two crag cats and 100
Nondetection. The cat can’t be targeted or detected
gp worth of gemstones, while a rare crag cat coat
by any divination magic or perceived through magical
can be fashioned in 10 days using pelts from four scrying sensors.
crag cats or a crag cat alpha and 1,000 gp worth of Pounce. If the cat moves at least 20 feet straight
gemstones. 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 cat can make one bite attack against
it as a bonus action.
Spell Turning. The cat has advantage on saving throws
against any spell that targets only the cat (not an area).
If the cat’s saving throw succeeds and the spell is of
7th level or lower, the spell has no effect on the cat and
instead targets the caster.

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.

CRAG CAT ALPHA | 1


Frost Skeleton Frost Ghoul
The frost skeleton isn’t only animated by fell, At the core, the frost ghoul’s tactics are similar to
necrotic energies, but also with ice and frost. Its an “ordinary” ghoul’s – rip and tear at the prey
bones are covered in a thin sheer of ice, it wields until it’s dead – but there’s a little more to it than
icicles or splinters of bone and ice as weapons. that. Because its mere presence harms anyone who
In addition, it can rearrange its form into a cage stays close to it, the frost ghoul will often use its
of bones and ice, entrapping a foe in a freezing chilling bite to slow down those it cannot paralyze
prison. When it dies, the skeleton explodes into a with its claws. In addition, the ghoul can cause ice
burst of ice and bone, dealing damage to anyone to cover its form like an armor when it is attacked,
who’s dared step close. albeit temporarily immobilizing it in the process.

Frost Skeleton Frost Ghoul


Medium undead, lawful evil Medium undead, chaotic evil
Armor Class 12 Armor Class 12
Hit Points 19 (3d8 + 6) Hit Points 32 (5d8 + 10)
Speed 30 ft. Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 15 (+2) 6 (-2) 8 (-1) 5 (-3) 14 (+2) 15 (+2) 14 (+2) 7 (-2) 10 (+0) 6 (-2)
Damage Vulnerabilities bludgeoning Damage Vulnerabilities fire
Damage Immunities cold, poison Damage Immunities cold, poison
Condition Immunities exhaustion, poisoned Condition Immunities charmed, exhaustion, poisoned
Senses Darkvision 60 ft., Passive Perception 9 Senses Darkvision 60 ft., passive Perception 10
Languages Understands all languages it knew in life Languages Common
but can’t speak Challenge 2 (450 XP) Proficiency Bonus +2
Challenge 1/2 (100 XP) Proficiency Bonus +2

Splinters of Ice. When the skeleton is reduced to 0 hit Actions


points it explodes into splinters of ice and bone. All Frost Bite. Melee Weapon Attack: +2 to hit, reach 5 ft.,
creatures within 5 feet of it must make a DC 12 Dexterity one creature. Hit: 9 (2d6 + 2) piercing damage plus 7
saving throw, taking 7 (2d6) piercing damage on a (2d6) cold damage and the target’s speed is reduced by
failure and half as much on a success. 10 feet until the end of its next turn.
Actions Claws. Melee Weapon Attack: +4 to hit, reach 5 ft. Hit:
7 (2d4 + 2) slashing damage. If the target is a creature
Icy Splinter. Melee or Ranged Weapon Attack: +4 to hit, other than an elf or undead, it must succeed on a DC 12
reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) Constitution saving throw or be paralyzed for 1 minute.
piercing damage plus 3 (1d6) cold damage. The target can repeat the saving throw at the end of
Bone Cage. The skeleton’s form splits apart and reforms each of its turns, ending the effect on itself on a success.
as a cage around a Medium or smaller creature within
5 feet. While caged this way, the target is restrained Reactions
(escape DC 12) and takes 3 (1d6) cold damage at the Gravechill. When the ghoul takes damage it can
start of each of its turns. While in this form, the skeleton momentarily entomb itself in ice that melts away at
can’t move or take any actions except to use an action the end of its next turn. It gains 20 temporary hit
to transform back into its skeleton form. points, which take as much of the triggering damage
as possible. Until the ice melts, the ghoul’s speed is
reduced to 0 and it is incapacitated. Any remaining
temporary hit points also disappear when the ice melts.

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

Aura of Cold. Any creature that starts its turn within 10


feet of the banshee takes 7 (2d6) cold damage.
Detect Life. The banshee can magically sense the
presence of creatures up to 5 miles away that aren’t
undead or constructs. She knows the general direction
they’re in but not their exact locations.
Incorporeal Movement. The banshee can move
through other creatures and objects as if they were
difficult terrain. She takes 5 (1d10) force damage if she
ends her turn inside an object.

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.

Winter Wyvern Actions


Large dragon, unaligned Multiattack. The wyvern makes two attacks: one with
its bite and one with its stinger. While flying, it can use
Armor Class 14 (natural armor) its claws in place of one other attack.
Hit Points 110 (13d10 + 39) Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one
Speed 20 ft., fly 80 ft. creature. Hit: 11 (2d6 + 4) piercing damage.
STR DEX CON INT WIS CHA Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one
19 (+4) 10 (+0) 16 (+3) 5 (-3) 12 (+1) 6 (-2) target. Hit: 13 (2d8 + 4) slashing damage.
Stinger. Melee Weapon Attack: +7 to hit, reach 10 ft.,
Skills Perception +7 one creature. Hit: 11 (2d6 + 4) piercing damage plus 17
Damage Immunities cold (5d6) cold damage, and the target must succeed on a
Senses Darkvision 60 ft., Blindsight 30 ft., passive DC 15 Constitution saving throw or become slowed for
Perception 17 1 minute. On each of its turns while slowed this way, the
Languages — target must choose whether it gets a move, an action,
Challenge 7 (2,900 XP) Proficiency Bonus +3 or a bonus action; it gets only one of the three. The
target can repeat the saving throw at the end of each of
Flyby. The wyvern doesn’t provoke an opportunity its turns, ending the effect on itself on a success.
attack when it flies out of an enemy’s reach. Freezing Roar. Each creature within 60 feet of the
Dive Attack. If the wyvern is flying and dives at least wyvern that can hear it must succeed on a DC 15
30 feet straight toward a target and then hits it with a Wisdom saving throw or be stunned for 1 minute. A
melee weapon attack, the attack deals an extra 10 (3d6) creature can repeat the saving throw each time it takes
damage to the target. damage and at the end of each of its turns, ending
the effect on itself on a success. Once a creature
successfully saves against this effect, or if this effect
ends for it, it is immune to the roar of all wyverns for the
next 24 hours. Wyverns are immune to this effect.

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

You might also like