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Folio of Frosty Foes

The Snow Queen A Snow Queen's Lair


The Snow Queen is a mysterious fey who holds dominion A snow queen will usually live within an isolated castle atop a
over frozen expanses of the feywild. They appear as a frozen hill. Though they are often alone, that does not mean
humanoid with frosty skin, white hair and eyes, and regal they are vulnerable. Fey magic can turn the halls into twisting
clothing. Their eyes are cold and intimidating and their mazes and the elemental ice can pose a threat to the lives of
demeanor is often stern and straight forward. Their outward adventuring parties seeking out royalty.
appearance is always to subtly hide their true intentions. The A Snow Queen encountered in its lair has a challenge
ultimate goal of a snow queen is always to be seen as a rating of 19 (22,000 XP).
legendary figure who will be remembered by all.
Rulers of Fey. When a Snow queen takes charge, they rule Lair Actions
with a complicated and direct mess of chaos and order. They On initiative count 20 (losing initiative ties), the Snow Queen
want to be obeyed and listened to, but they act aloof and or King takes a lair action to cause one of the following
paranoid. Their laws and decrees are mercurial and ever effects; the Snow Queen or King can't use the same effect
changing as they constantly reconsider what their subjects two rounds in a row.
want and what will be best for them. Those who find Up to three creatures are teleported by fey magic up to an
themselves under the rule of this fey will rarely observe their empty space up to thirty feet away from their original
king or queen. Instead they disseminate their decrees with position.
the help of constantly rotating diplomats chosen by the snow Elemental ice grows around each creature of the Snow
queen themselves. Queen's choice within the lair that is standing on the
Burdened With Purpose. Snow queens view themselves ground. Each creature must succeed on a DC 18 Dexterity
as highly responsible for the fates of their people and the saving throw or be restrained by the ice until the end of
multiverse at large. Their wish is to maximize their agency their next turn or until a creature uses an action to break
and help shape the history of the multiverse. There is not them out. On a successful save, nothing happens.
much they won't do to guarantee that their name will be Ice grows into a large icicle before falling on a random
written down in the tomes of history, however they are not creature other than the Snow Queen. That creature must
evil or good. While they may have values, they are motivated succeed on a DC 18 Dexterity saving throw, taking 42
simply by the concept of being relevant to history. This leads (12d6) piercing damage on a failed save, or half as much
to the being just as likely to be cruel tyrants as they are to be on a successful one. Each creature within five feet of the
paragons of peace. target must also make the same saving throw, taking 21
Creatures of Solitude. A Snow Queen is solitary by (6d6) piercing damage on a failed save or half as much on
nature, but the exact reasons for this are highly debated. a successful one.
Some believe that they are cold, bitter, and paranoid
creatures who could never trust anyone besides themselves. Regional Effects
Others believe that they wish to attain true objectivity via Sometimes the area in which a Snow Queen or King takes
solitude. In truth, both are probably correct. The only thing up residence was not always covered in ice and snow. The
known for sure is that gaining an audience with them is a area surrounding the castle of a Snow Queen or King is
difficult and dangerous feat. Snow Queens/Kings will spend affected by their presence in the following ways:
days within their chilly castles pondering hundreds of
possibilities from a single action. They aren't quick to cast Creatures within 1 mile of the castle traveling towards it
spells or get involved. Instead they will carefully consider the have disadvantage on saving throws made to avoid effects
consequences of every action they take. When the time calls of extreme cold while creatures traveling away have
for it, however, they aren't afraid to use fey magic to tip the advantage.
scales of history into their favor. Most of the time, this magic Divination spells cast with the Snow Queen or her castle
is used simply to create drama that can be used as a stage for as the target have a 50 percent chance to provide
them to step in and make history. misleading results, as determined by the DM.
Strange Allies. A mortal talking to this fey may find that Creatures who fall asleep within 1 mile of the castle are
they are cold, bitter, sarcastic, pragmatic, or rude. In spite of teleported up to 60 feet away in a random, non-harmful
this, they are not necessarily evil or selfish. They are usually location.
polite, well-dressed, and willing to talk to those who prove
themselves worthy of their attention They may even have
values and philosophies, but their desires tend to drive them Snow Kings
towards a self-centered personality. It's far from impossible to While all of the text refers to a "Snow Queen", it
make a friend or acquaintance out of a snow queen, but it does not have to be. Snow Princes, Princessess,
usually requires effort, caution, and a little bit of luck. The Kings, Barons, or anything else can be just as
snow queen sees value in other people, as much as they may exciting.
hate that fact. Great acts can not be done alone, after all.
While they avoid most people, those who prove themselves as
capable or unique may pique the interest of the snow queen.
This can be dangerous. If the snow queen decides that the
adventurers are a threat, they will do everything they can to
oppose them.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
The Snow Queen Legendary Resistance (3/Day). If the Snow Queen fails a
saving throw, she can choose to succeed instead.
Medium Fey, Chaotic Neutral
Queen of Cold. The Snow Queen commands the powers
Armor Class 18 (Natural Armor) of ice. The Snow Queen can move across difficult
Hit Points 248 (16d20 + 80) terrain created by ice or snow as if it were normal
Speed 30 ft., fly 30 ft. (hover) terrain. Additionally, ground within 15 ft. of her
becomes slick with ice and counts as difficult terrain.

STR DEX CON INT WIS CHA


Actions
Multiattack. The Snow Queen makes three attacks, only
12 (+1) 16 (+3) 20 (+5) 20 (+5) 26 (+8) 26 (+8) one of which can be Icy Blast.
Saving Throws INT +11, WIS +14, CHA +14 Staff. Melee Weapon Attack: +9 to hit, Reach 5 ft., one
Skills Arcana +11, History +11, Insight +14, Perception target. Hit 17 (3d8 + 3) bludgeoning damage
+14, Deception +14, Persuasion +14 Icy Blast. Ranged Weapon Attack: +14 to hit, Range
Damage Resistances bludgeoning, piercing, and slashing 30/60 ft., one target. Hit 17 (2d8 +8) cold damage. If
from nonmagical attacks the target is a creature, they must succeed on a DC 20
Damage Immunities cold, necrotic Constitution saving throw or be chilled for one minute.
Condition Immunities Charmed A chilled creature loses immunity to cold damage and
Senses Darkvision 120 ft., Passive Perception 24 has their movement speed reduced by 5 ft. An affected
Languages Common, Sylvan creature can repeat the saving throw at the end of each
Challenge 17 (18,000 XP) of their turns, ending the effects on a success.
Fey Snow. As a bonus action the Snow Queen can Legendary Actions
summon a cloud at a point she can see within sixty feet
The Snow Queen can take 3 legendary actions,
of her that causes it to snow in a cylinder that is twenty
choosing from the options below. Only one legendary
feet tall and has a radius of ten feet. Creatures other
action option can be used at a time and only at the end
than the Snow Queen who begin their turn in the area
of another creature's turn. The Snow Queen regains
must succeed on a DC: 16 Wisdom saving throw or
spent legendary actions at the start of its turn.
take 11 (3d6) cold damage. If this damage would
reduce a creature to 0 hit points, it instead reduces Staff. The Snow Queen uses its Staff attack.
them to 1 and they gain 15 temporary hit points. While
they have these temporary hit points they are charmed Minor Spell. The Snow Queen casts Ice Knife or Misty
by the Snow Queen until a spell such as Greater Step.
Restoration is cast on them. The cloud lasts until Icy Gaze (Costs 2 Actions). The Snow Queen stares at
dismissed and the Snow Queen can use a bonus action one creature that she can see with an icy glare. The
on each of her turns to move the cloud up to twenty creature must succeed on a DC 20 Wisdom saving
feet. throw or become freightened of her for one minute. A
Icy Resolve. The Snow Queen has advantage on creature who is freightened this way takes 1d6 cold
Intelligence, Wisdom, and Charisma saving throws. damage at the beginning of each of their turns. An
affected creature may repeat the saving throw at the
Innate Spellcasting. The Snow Queen's spellcasting end of each of its turns, ending the effect on a success.
ability is Charisma (spell save DC 22, +14 to hit with
spell attacks). She can innately cast the following spells, Fey Snowstorm (Costs 3 Actions). The Snow Queen
requiring no material components: temporarily causes her Fey Snow cloud to increase to a
radius of 60 ft. Each creature other than her within the
At will: charm person, faerie fire, ice knife, misty step area must succeed on a DC: 15 Wisdom saving throw
3/day each: cone of cold, dimension door, dream, or take 4d6 necrotic damage and have their
hypnotic pattern Constitution score reduced by 2. A creature who
succeeds on the save takes half as much damage and
1/day each: dominate person, geas, wall of ice doesn't have their Constitution score decreased.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Ice Sculpture
In places full of ice and snow, creating stone or wooden Ice Sculpture
wards might be suspicious. Rather, the decadent who wish to Medium Construct, Unaligned
protect their treasures might create constructs in the form of
ice sculptures. These creatures are meticulously carved by
their creators from elemental ice, then given life through Armor Class 15 (natural armor)
magics. The ice sculptures statistics depend on the creature Hit Points 54 (8d8 + 18)
it is sculpted to look like. Below is the base statblock, and a Speed 30 ft.
list of extra modifiers depending on the creature it is modeled
after: STR DEX CON INT WIS CHA
Abberation. The sculpture has resistance to psychic
damage and it can telepathically speak to a creature within 16 (+3) 12 (+1) 17 (+3) 5 (-3) 15 (+2) 8 (-1)
60 feet of it. The creature can not respond and does not know
the source of the voice. Damage Resistances cold, bludgeoning, piercing, and
Beast. The sculpture gains access to the pounce trait and slashing from nonmagical attacks not made from
the bite attack,. adamantine weapons
Celestial. The sculptures claw attack deals an additional Damage Immunities poison
Condition Immunities exhausted, petrified, poisoned
1d4 radiant damage and gains a flying speed of 30 ft. Senses darkvision 60 ft., passive Perception 12
Dragon. The sculptures size becomes Huge and gains a Languages Understands the languages of its creator
flying speed of 30 ft. Additionally it can use the Force Breath but can't speak
action. Challenge 3 (700 XP)
Elemental. The sculptures gains immunity to being
grappled, paralyzed, prone, or restrained. False Appearance. While the ice sculpture is
Fey. The sculpture has advantage on saving throws against motionless, it is indistinguishable from an inanimate
spells. sculpture.
Fiend. The sculpture has resistance to fire damage and,
once per day, can use an action to go invisible until it casts a Pounce (Beast Only). If the sculpture moves at least
30 feet straight toward a creature and then hits it
spell or makes an attack. with a claw attack on the same turn, that creature
Giant. The sculptures size becomes huge and its Con must succeed on a DC 13 Strength saving throw or
score becomes 20. It's health is consequently increased to 68 be knocked prone. If the target is prone, the ice
(8d8 + 32). sculpture can make one bit attack against it as a
Humanoid. The sculptures AC goes up by 2 and it can use bonus action.
the Longsword and Longbow attack. Undying Fortitude (Undead Only). If damage reduces
Monstrosity. The sculptures size becomes large and it the sculpture to 0 hit points, it must make a
gains blindsight out to 30 ft. Constitution saving throw with a DC of 5+the
Ooze. The sculpture gains resistance to acid and fire damage taken, unless the damage is radiant or from
damage, and can move through a space as narrow as 1 inch a critical hit. On a success, the sculpture drops to 1
wide without squeezing. hit point instead.
Plant. The sculpture gains immunity to being blinded or
deafened, and gains tremorsense out to 10 ft. Actions
Undead. The sculpture gains the undying fortitude trait. Multiattack. The sculpture makes two melee attacks.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft.,
Creating An Ice Sculpture one target. Hit: 7 (1d6 + 3) slashing damage
An Ice Sculpture can only be created by obtaining Bite (Beast Only). Melee Weapon Attack: +5 to hit,
magical, elemental ice either from the plane of ice reach 5 ft., one target. Hit: 7 (1d6 + 3) piercing
or from another known source. The size of the damage.
sculpture determines how much ice you need. The Longsword (Humanoid Only.) Melee Weapon Attack:
space that a creature of that size threatens is a +6 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 4)
good estimate for how big of a block you need. slashing damage.
The methods to create an ice sculpture might have
to be learned first as well. Additionally you will Longbow (Humanoid Only.) Ranged Weapon Attack:
need a minimum of 5000 gold pieces worth of +6 to hit, range 150/600 ft., one target. Hit: 9 (1d8
supplies, and an additional 1000 gold pieces per + 4) piercing damage.
size category above medium. It will take 5 days to Force Breath (Dragon Only.) The sculpture exhales a
finish carving, plus 3 more days per size category 15-foot cone of force. Each creature in the area
above medium. Once completed, the Ice Sculpture must succeed on a DC 13 Dexterity saving throw or
will obey your commands, but is a simple creature take 18 (4d8) force damage on a failed save, or half
and can't do much other than loyally guard as much damage on a successful one.
whatever location you tell him to. Once destroyed,
the sculpture will fall apart into nonmagical ice.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Snowflake Butterfly A snowstalker is a large snake-like creature adapted to live in
cold conditions. It burrows in the snow and waits for prey,
A snowflake butterfly is a fey creature of snow with a pair of keeping just it's purple eyes visible. It's scales are white like
wings that resemble a pair of snowflakes connected at one the snow, but its eyes and tail are a bright purple which could
end. They fly in swarms and sap warmth from other creatures give away its presence. It's venom is a unique concoction
to live. On their own, they are weak but together they can be which affects the target's metabolism, making traveling in the
fearsome. A captured snowflake butterfly is coveted for its harsh conditions of it's environment deadly. It prefers to hunt
ability to keep someone cool even in extreme heat. on snowy nights, tracking its envenomed target and waiting
for it to die of exhaustion in the snow before consuming it.

Swarm of Snowflake
Snowstalker
Butterflies Medium Beast, Unaligned
Medium Swarm of Tiny Fey, Unaligned
Armor Class AC: 14
Armor Class 12 Hit Points 50 (9d8 + 9)
Hit Points 22 (4d8 + 4) Speed 30 ft.
Speed 15 ft., fly 30 ft.
STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA
10 (+0) 18 (+4) 12 (+1) 3 (-4) 16 (+3) 3 (-4)
5 (-3) 13 (+1) 13 (+1) 3 (-4) 7 (-2) 3 (-4)
Skills Stealth +6
Damage Resistances bludgeoning, fire, piercing, Damage Resistances Cold
slashing Senses Tremorsense 10 ft., Passive Perception 13
Damage Immunities cold Challenge 2 (450 XP)
Condition Immunities charmed, frightened, grappled,
paralyzed, petrified, prone, restrained, stunned Cold Adapted. The Snowstalker has advantage on any
Senses darkvision 60 ft., Passive Perception 8 stealth check made while in snow. Additionally, the
Languages - snowstalker has a burrowing speed of 15 ft. if it is
Challenge 1 (200 XP) burrowing in snow.

Swarm. The swarm can occupy another creature’s Actions


space and vice versa, and the swarm can move
through any opening large enough for a Tiny Bite. Melee Weapon Attack: +6 to hit, Reach 10ft.,
butterfly. The swarm can’t regain hit points or gain one target. Hit: 18 (4d6 + 4) piercing damage. The
temporary hit points. target must make a DC: 12 Constitution saving
throw or be infected with Cryoblight. A creature
Thermal Sapping. Whenever a creature begins its who is immune to the poisoned condition is
turn within the swarm's space, it must make a DC immune to this. The Snowstalker always knows the
11 Constitution saving throw. On a failed save, the direction to a target it has infected with cryoblight.
creature takes 5 (1d8) cold damage and gains one
point of exhaustion. On a successful save they take
half the damage and don't gain any exhaustion.
Cryoblight
Actions Cryoblight is a disease that comes about by
Bite. Melee Weapon Attack: +5 to hit, reach 0 ft., spending a lot of time in dangerously cold
one creature in the swarm's space. Hit: 10 (4d4) environments or given by certain creatures. A
piercing damage, or 5 (2d4) piercing damage if the creature with cryoblight has their movement speed
swarm has half of its hit points or fewer. reduced by ten feet. Additionally, they can not
travel as quickly as normal without exhausting
themselves. Whenever a creature with cryoblight
Jar of Snowflake Butterflies attempts to travel at a normal or fast pace they
Wondrous item, uncommon must make a DC 10 Constitution saving throw or
get 1 point of exhaustion per hour that they travel.
This glass jar contains 1d4 Snowflake Butterflies. While The DC increases by 1 for each hour they travel
you are holding the Jar and it contains at least 1 Snowflake without taking a short or long rest.
Butterfly, you have advantage on saving throws made to avoid
the effects of extreme heat.
In reaction to taking fire damage, you can release one of
the snowflake butterflies. If you do, you take half of the fire
damage instead.
Snowstalker

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
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