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Chapter 2 encounters

Frost Giants
Huge giant, neutral evil
Armor Class 15 (patchwork armor) Hit Points 138 (l2d12 + 60) Speed 40ft.
STR 23 (+6)
DEX 9 (- 1)
CON 21 (+5)
INT 9 (- 1)
WIS 10 (+0)
CHA 12 (+1)
Saving Throws Con +8, Wis +3, Cha +4 Skills Athletics +9, Perception +3
Damage Immunities cold Senses passive Perception 13 Languages Giant
Challenge 8 (3,900 XP)
ACTIONS
WIS 10 (+0)
CHA 12 (+1)
Multiattack. The giant makes two greataxe attacks.
Greataxe. Melee Weapon Attack: +9 to hit, reach 10ft., one target. Hit: 25
(3d1 2 + 6) slashing damage.
Rock. Ranged Weapon Attack: +9 to hit, range 60/240 ft., one target. Hit:
28 (4d10 + 6) bludgeoning damage.

WINTER WOLF
Armor Class l3 (natural armor) Hit Points 75 (10d10 + 20) Speed 50 ft.
STR 18 (+4)
DEX l3 (+1)
CON 14 (+2)
Skills Perception +5, Stealth +3 Damage Immunities cold Senses passive
Perception 15
INT 7 (-2)
WIS 12 (+1)
CHA 8 (-1)
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 feet 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 (Recharge 5-6). 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.
RANDOM ENCOUNTERS IN ICEWIND DALE d20 Encounter l
1 ancient white dragon
2-5 1d4 + 2 crag cats (see appendix C)
6-8 1d3 frost giants
9-12 Reghed barbarians
13-15 3d8 reindeer
16-17 Ten-Towners
18-19 1d6 yeti
20 l young remorhaz

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