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FREE SUPPLEMENT

The Snow Queen


(Plus New Sorcerer Subclass and
16 New Cold Spells!)

Nearsighted Games
The Snow Queen
(and other wintertime treats)
The Queen stands alone on a mountaintop. She has escaped the frightened stares of the commonfolk, and here, finally, she is free
to unleash her powers. She channels her arcane magic through herself and out into the world, sculpting snow and ice into a
magnificent ice palace. At last, she hopes to find peace. But she is unable to escape her fate - it seems destiny has other plans for
her...

Add the Frigid Power of Winter to Your Game


This document is designed to help both players and DMs add a certain wintry flavor to their D&D game. Whether you're a player
who would like to have the power of snow and ice at your fingertips, or a DM who wants to introduce your players to wintry
enemies and allies, this document has a little something for everyone.
It is my hope that the ideas presented here might help existing DMs or players introduce new players to D&D, so this document
is being offered for free. If you enjoy the ideas in this document, please check out other products from Nearsighted Games,
available through DMs Guild.

What's in this Document?


Part I: Cryomancer - an all-new cold-based subclass for sorcerers
Part II: New Cold Spells - 16 new spells focused on cold and ice, including rules for a new "frozen" condition
Part III: The Snow Queen - full stats for a powerful NPC, who can be a staunch ally or a fearsome enemy
Part IV: New Monsters - stats for two new monsters, the ice elemental and the snow elemental

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica
and all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA
and other countries. This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is
used with permission under the Community Content Agreement for Dungeon Masters Guild. All other original material in this
work is copyright 2019 by Paul Bruton/Nearsighted Games and published under the Community Content Agreement for Dungeon
Masters Guild. Formatted with The Homebrewery, available at homebrewery.naturalcrit.com

1
Part I: Sorcerer: Cryomancer

S
ome people are born with the ability to Cold Comfort
manipulate the power of ice and snow, while
others are cursed with it. Either way, sorcerers Starting at 6th level, you gain resistance to cold and fire
who wield such power are known as damage.
cryomancers, and they truly have ice in their Additionally, you become able to move across and climb icy
veins. Some cryomancers retreat to the snowy surfaces without needing to make an ability check, and you
seclusion of the mountains, living comfortable, are able to move freely though difficult terrain composed of
solitary lives amid a neverending winter. Others venture out ice or snow.
into a world that fears their frigid power in an effort to prove
they are worthy of respect by performing great deeds. Cold Fire
While some sorcerers are known to be passionate
hotheads, cryomancers tend to be calm and collected, Starting at 6th level, whenever you cast a spell or use a magic
attempting to approach each new problem with cold logic. As item that deals fire damage, you can spend 1 sorcery point to
a result, many cryomancers have a frigid, aloof demeanor that convert the fire damage to cold damage. When converted, the
some find off-putting, and even the friendliest cryomancers flames produced by the spell or effect take on a blue or white
can unknowlingly project an unwelcoming aura - when a appearance. Spells and effects converted in this way cannot
cryomancer enters a room, the temperature noticeably drops cause objects or creatures to catch fire, but any other effects
a few degrees. occur as normal. Converting damage in this way does not
Experienced cryomancers know that there is a calm, count as using a Metamagic option.
serene power in the icy stillness of the winter, and they seek
to find that stillness within themselves and channel it through Winter's Aura
their magic. Tapping into the frozen power of winter allows
cryomancers to perform stunning feats of icy magic, and At 14th level, when you are hit by a melee attack, you can use
those who master the power in their blood are able to unlock your reaction to deal cold damage to the attacker. The
powerful arcane secrets. damage is equal to your sorcerer level. The attacker must also
make a Constitution saving throw agasint your sorcerer spell
Cryomancer Features save DC. On a failed save, the attacker's speed is reduced by
Sorcerer Level Feature 10 feet until the end of your next turn, and they have
disadvantage on the next weapon attack they make before the
1st One with the Winter, Bitter Cold end of their next turn.
6th Cold Comfort, Cold Fire
14th Winter's Aura
Frost Mastery
18th Frost Mastery At 18th level, you gain immunity to cold and fire damage.
Starting at 18th level, you have mastered the magic of ice
One with the Winter and snow. Whenever you cast a spell that deals cold damage,
you may apply two Metamagic options to the same spell,
At 1st level, your physical appearance begins to change to exceeding the usual limit of one, though you may only apply
reflect the icy power that flows through your veins. Your hair each Metamagic option to a spell once (for example, you may
may begin to turn white, or your skin may begin to take on a not use Empowered Spell twice on the same spell). You must
faint blue or silver hue. The exact physical change is different still spend sorcery points as normal for each Metamgic
for each cryomancer. These changes are subtle at first, but option applied to the spell, and you may use this ability with
become more pronounced as your sorcerer level increases. any spell converted to cold damage by your Cold Fire ability.
Additionally, you are immune to the negative effects of
traveling in extreme cold.
Bitter Cold
Starting at 1st level, during your turn when you cast a spell of
1st level or higher that deals cold damage, you can use a
bonus action to target creatures of your choice within 10 feet
of you with a bitterly cold breeze. These creatures must
succeed on a Constitution saving throw or have their speed
reduced by 10 feet until the end of your next turn.

2
Part II: New Cold Spells
There should be more cold spells - and now there are! Every Sorcerer Spells
effort has been made to balance these spells against spells Cantrips (0 Level)
published in official materials, but, check with your DM Cold Snap
before taking any of the spells listed here. Icicle Spear
Bard Spells 1st Level
2nd Level
Chill Wind
Cryostasis 2nd Level
Ice Glide Ice Glide
Ice Guard
3rd Level
Permafrost 3rd Level
Crushing Snowball
Cleric Spells Swirling Storm
2nd Level 4th Level
Cryostasis Freezeflame
3rd Level 6th Level
Permafrost Deep Freeze
Thaw
9th Level
Druid Spells Dire Blizzard
1st Level
Chill Wind Warlock Spells
2nd Level
2nd Level Ice Glide
Cryostasis Slick Ice
Ice Glide
Ice Guard 4th Level
Freezeflame
3rd Level
Permafrost Wizard Spells
Swirling Storm
Thaw Cantrips (0 Level)
Cold Snap
4th Level Icicle Spear
Frost Blade
1st Level
6th Level Chill Wind
Deep Freeze
2nd Level
9th Level Ice Glide
Dire Blizzard Ice Guard
Paladin Spells 3rd Level
Crushing Snowball
3rd Level Swirling Storm
Glacial Smite
4th Level
Ranger Spells Freezeflame
2nd Level 6th Level
Ice Glide Deep Freeze
3rd Level 9th Level
Permafrost Dire Blizzard

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Chill Wind the snowball when it appears must make a Dexterity saving
1st-level evocation throw. A target takes 8d8 cold damage on a failed save, or
half as much damage on a successful one. Any creature who
Casting Time: 1 action fails its Dexterity saving throw is also knocked prone until the
Range: Self (30-feet line) end of their next turn.
Components: V, S The resulting snow pile remains until it melts natrually,
Duration: Instantaneous and may be considered slippery ice for the purposes of
Recommended Classes: druid, sorcerer, wizard movement (see Dungeon Master's Guide, p 110).
At Higher Levels. When you cast this spell using a spell
You hold your hands in front of yourself with your palms slot of 4th level or higher, the damage increases by 1d8 for
facing out as you summon a blast of frigid arctic wind. This each slot level above 3rd.
wind travels in a straight line out from you in the direction
you are facing, 5 feet wide and 30 feet long. Each creature in
the area of the spell must make a Constitution saving throw.
A creature takes 3d6 cold damage on a failed save, or half as
much damage on a successful one.
The wind extinguishes candles, torches, and similar The "Frozen" Condition
unprotected flames in the area. It causes protected flames, Some of the new spells presented here reference a
such as those of lanterns, to dance wildly, and has a 50 new condition - the "frozen" condition - which is
percent chance to extinguish them. not found in the Player's Handbook. The frozen
At Higher Levels. When you cast this spell using a spell condition is similar to the petrified condition
slot of 2nd level or higher, the damage increases by 1d6 for (Player's Handbook, p. 291), with some changes
each slot above 1st. regarding damage vulnerabilties. Check with your
DM to ensure that they are comfortable including
Cold Snap this condition as part of the game before taking
Evocation cantrip any of the new spells that rely on this condition.

Casting Time: 1 action Frozen


Range: 60 feet A frozen creature is transformed, along with any
Components: S nonmagical object it is wearing or carrying, into
Duration: Instantaneous solid inanimate ice. Its weight doubles, and it
ceases aging.
Recommended Classes: sorcerer, wizard
The creature is unable to move or speak, and it
You snap your fingers and hurl a fist-sized ball of intensely is unaware of its surroundings. The creature is
frigid at a creature or object in range. Make a ranged spell also incapacitated (Player's Handbook, p. 290),
attack against the target. On a hit, the target takes 1d10 cold meaning it can't take any actions or reactions.
damage. An object hit by this spell becomes covered in frost if
it isn't being worn or carried, and thin materials, such as cloth Attack rolls against the creature have advantage.
or paper may become brittle. The creature automatically fails Strength and
This spell can also be used to freeze up to 1 cubic foot of Dexterity saving throws.
freezable liquid, though you cannot use this spell to freeze a
living creature. The creature becomes vulnerable to
This spell's damage increaes by 1d10 when you reach 5th bludgeoning, fire, and thunder damage.
level (2d10), 11th level (3d10), and 17th level (4d10). The creature is immune to poison and disease.
A poison or disease already in its system is
Crushing Snowball suspended, not neutralized.
3rd-level evocation
The creature has resistance to all other types of
Casting Time: 1 action damage, both magical and nonmagical.
Range: 100 feet Creatures who are frozen generate their own
Components: V, S, M (a pinch of silver dust) magical cold, and cannot be melted except by
Duration: Instantaneous heat from magical sources.
Recommended Classes: sorcerer, wizard
You make a fist and cause the moisture in the air to freeze
and gather into a large, dense snowball with a 5 foot radius,
centered on a point you choose within range. The snowball
appears 30 feet off the ground at a point you choose within
range and instantly falls to the ground. Any creature beneath

4
Cryostasis Dire Blizzard
2nd-level transmutation (ritual) 9th-level evocation
Casting Time: 1 action Casting Time: 1 action
Range: Touch Range: 1 mile
Components: V, S, M (a pinch of dust and a few drops of Components: V, S, M (at least 1 pound of solid ice)
water) Duration: Concentration, up to 1 minute
Duration: 24 hours Recommended Classes: druid, sorcerer, wizard
Recommended Classes: bard, cleric, druid
A storm cloud forms, centered on a point within range and
You touch one willing creature and cause them to instantly spreading to a radius of 360 feet. The temperature plummets
become frozen (as the condition, see sidebar, p. 4). While to arctic conditions, strong, cold winds begin to howl, and
frozen, the creature does not age, and any poison or disease snow and ice fall from the sky. Each creature under the cloud
is suspended, but not neutralized. A creature who is dying at (no more than 5,000 feet beneath the cloud) when it appears
the time of casting stops dying while frozen, but may resume must make a Constitution saving throw. On a failed save, a
dying when the spell ends if not healed in some other way. creature takes 4d6 cold damage, half as much damage on a
At Higher Levels. If you cast this spell using a spell slot of successful.
3rd level or higher, the duration of the spell increases by 48 Each round that a creature remains in the affected area,
hours for each slot level above 2nd. that creature takes 2d6 cold damage. If the creature is not
sheltered in some way, they also take 2d6 bludgeoning
Deep Freeze damage, as they are pelted with ice and snow.
6th-level transmutation While the spell remains in effect, the blizzard's strong
winds make ranged attacks in the area impossible. The snow
Casting Time: 1 action and ice count as a severe distraction for the purposes of
Range: Touch maintaining concentration on spells, and the strong gusts of
Components: V, S wind (ranging from 25 to 50 miles per hour) automatically
Duration: Instantaneous disperse fog, mists, and similar phenomena in the area,
Recommended Classes: druid, sorcerer, warlock whether mundane or magical.
A creature who spends 10 rounds in the affected area must
You attempt to turn one creature that you can touch into solid make a Constitution saving throw at the end of the tenth
ice. If the target's body is made of flesh, the creature must round. On a failed saving throw, the creature is frozen (as the
make a Constitution saving throw. If the creature's body is not condition, see sidebar, p. 4). This condition remains in effect
made of flesh (such as a construct), the creature must instead indefinitely, until the effect is removed.
make a Strength saving throw. On a failed save, the creature If you maintain your concentration for the full duration of
is instantly incapacitated as its body rapidly transforms into the spell, the effects of the spell linger. Creatures in the
ice, and it becomes afflicted with the frozen condition (see affected area no longer take damage, as the wind, snow, and
sidebar, p. 4). On a successful save, the creature isn't affected. ice end when the spell ends, but the area remains cold with a
A creature frozen by this spell must make another moderate wind for up to 4 hours. After 4 hours, the weather
Constitution saving throw at the end of each of its turns. If it conditions gradually return to normal.
successfully saves against this spell three times, the spell
ends and the creature is no longer frozen. If it fails its save
three times, it remains frozen until the effect is removed. The
successes and failures don't need to be consecutive; keep
track of both until the target collects three of a kind.
If the creature is physically broken while frozen, it suffers
from similar deformities if it reverts to its original state.

5
Freezeflame strike. The attack deals an extra 3d8 cold damage to the
4th-level transmutation target. If the damage from this attack would have reduced the
target to 0 hit points, the target is instead reduced to 1 hit
Casting Time: 1 action or 1 reaction when you are directly point and becomes frozen as the condition (see sidebar, p. 4).
targeted by a spell or effect that deals fire damage The target remains frozen for 24 hours or until the effect is
Range: Self (60-foot radius) removed.
Components: V, S At Higher Levels. When you cast this spell using a spell
Duration: Instantaneous slot of 4th level or higher, the extra damage increases by 1d8
Recommended Classes: sorcerer, warlock, wizard for each slot level above 3rd.
You transform all fire, magical and non-magical, within a 60 Ice Glide
foot radius into snow or ice. Non-magical fire is permanently 2nd-level transmutation
transformed into harmless snow. Magical fire transforms into
solid, magical ice that gives off an eerie blue light. Magical Casting Time: 1 action
fire transformed in this way freezes in place, even if it is Range: Touch
suspended in mid-air. Magical fire transforms back to its Components: V, S
normal state after 5 rounds, and any spell or effect resolves Duration: 10 minutes
as normal unless otherwise altered. Recommended Classes: bard, druid, ranger, sorcerer, wizard
You may use this spell as a reaction when you are targeted
directly by a spell that deals fire damage, but not when you You touch a willing creature. For the spell's duration, that
are in the area of effect of a spell that is not directly centered creature is able to skate across the ground as if it were made
on you. If the spell targeting you is of 5th level or higher, you of ice, increasing their speed by 20 feet until the spell ends.
must make an ability check using your sepllcasting ability. Additionally, while the spell remains in effect, the targeted
The DC equals 10 + the spell's level. On a success, the fire creature can move freely across difficult terrain composed of
from the spell is frozen as described above. On a failure, the snow or ice without needing to make an ability check.
fire from the spell targeting you is unaffected, but you still At Higher Levels. When you cast this spell using a spell
transform non-magical fire within 60 feet. slot of 3rd level or higher, you can target one additional
creature for each slot level above 2nd.
Frost Blade
2nd-level evocation Ice Guard
2nd-level evocation
Casting Time: 1 bonus action
Range: Self Casting Time: 1 reaction, which you take when you or a
Components: V, S, M (a shard of ice or a cold stone) target in the spell's range are hit by a ranged attack or spell
Duration: Concentration, up to 10 minutes attack
Recommended Class: druid Range: 30 feet
Components: V, S
You evoke a frosty blade of solid ice in your free hand. The Duration: Instantaneous
blade is similar in size and shape to a scimitar, and it lasts for Recommended Classes: druid, sorcerer, wizard
the duration. If you let go of the blade, it dissappears, but you
can evoke the blade again as a bonus action. You conjure a pillar of ice from the ground that blocks a
You can use your action to make a melee attack with the ranged attack or spell attack just before it strikes its target.
frost blade. On a hit, the target takes 3d6 cold damage. Any Non-magical projectiles are caught by the ice pillar, while
creature damaged by this weapon has its speed reduced by magical attacks dissipate harmlessly against the pillar.
10 feet until the start of your next turn. If the attack or spell attack deals fire damage, the ice pillar
At Higher Levels. When you cast this spell using a spell is ineffective and fails to stop the attack, and the attack
slot of 4th level or higher, the damage increases by 1d6 for resolves as normal.
every two slot levels above 2nd. If the spell attack is of 3rd level or higher, the ice pillar is
ineffective and fails to stop the spell attack, and the spell
Glacial Smite attack resolves as normal.
3rd-level evocation The ice pillar dissipates almost as quickly as it appeared,
leaving no trace behind.
Casting Time: 1 bonus action At Higher Levels. When you cast this spell using a spell
Range: Self slot of 3rd level or higher, you may use this spell to block a
Components: V spell attack of a level equal to or lower than the level of the
Duration: Concentration, up to 1 minute spell slot you used.
Recommended Class: paladin
The next time you hit a creature with a weapon attack before
this spell ends, the weapon sparkles with an icy sheen as you

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Icicle Spear that enters the area or ends its turn there must also succeed
Transmutation cantrip on a Dexterity saving throw or fall prone.
The caster is immune to the effects of this spell, as are any
Casting Time: 1 bonus action creatures under the effect of a freedom of movement spell or
Range: Self who are otherwise unaffected by difficult terrain composed of
Components: V, S ice or snow.
Duration: Instantaneous When the spell ends, the conjured ice instantly dissipates,
Recommended Classes: sorcerer, wizard leaving no trace behind.
You freeze the water in the air to create a sharp spear of solid Swirling Storm
ice. The spear instantly appears in your hand. You may use 3rd-level evocation
your action to make an attack with the spear, and you may
use the spear as a melee or thrown weapon. On a successful Casting Time: 1 action
attack, the spear deals 1d8 piercing damage or 1d8 cold Range: Self (30-foot radius)
damage (your choice, not both). The spear is fragile and using Components: V, S, M (a dry, brittle leaf)
it to make an attack causes it to shatter on impact. Duration: Concentration, up to 1 minute
You may only have one spear created by this spell at a time, Recommended Classes: druid, sorcerer, wizard
and creating a second spear causes the first to instantly
shatter. A strong wind begins to swirl around you in a 30 foot radius.
The spear's damage increases by 1d8 when you reach 5th For the spells duration, ranged attacks targeting any creature
level (2d8), 11th level (3d8), and 17th level (4d8). within the spell's area have disadvantage. Additionally, If a
creature hits you with a melee attack while the spell is active,
Permafrost that creature takes 5 cold damage.
3rd-level transmutation Any creature in the area of the spell (except for you) must
spend 2 feet of movement for every 1 foot it moves while
Casting Time: 1 action moving through the area.
Range: Touch This wind disperses gas or vapor, and it extinguishes
Components: V, S candles, torches, and similar unprotected flames in the area.
Duration: 24 hours It causes protected flames, such as those of lanterns, to
Recommended Classes: bard, cleric, druid, ranger dance wildly and has a 50 percent chance to extinguish them.
You touch a single, continous piece of ice of no more than 10 Thaw
cubic feet in volume. This ice is transformed into magical 3rd-level transmutation
permafrost, making it impervious to fire and heat from non-
magical sources. The permafrost can be affected by other Casting Time: 1 action
types of damage as if it were solid stone (though it cannot be Range: Touch
affected by spells that target stone objects, such as stone Components: V, S
shape). For the duration of the spell, the ice remains solid and Duration: Instantaneous
does not melt unless exposed to heat from a spell or other Recommended Classes: cleric, druid
magical effect of 3rd-level or higher.
At Higher Levels. When you cast this spell using a spell You touch a frozen creature or object and cause it to instantly
slot of 4th level or higher, the spell affects up to an additional become unfrozen.
10 cubic feet of ice and the permafrost can only be melted by The spell is capable of unfreezing creatures and objects
a spell or effect of a level equal to or higher than the slot level frozen through non-magical means as well as those afflicted
you used. by the frozen condition (see sidebar, p. 4).
You may also use this spell to unfreeze up to 10 cubic feet
Slick Ice of frozen liquid. If the liquid is under the effect of a
2nd-level conjuration permafrost spell (see above), this spell dispels the permafrost
spell even if the casting of this spell is at a lower level than
Casting Time: 1 action the permafrost spell, though it does not unfreeze the liquid - it
Range: Self (30-foot radius) merely transforms it into non-magical ice. You can then use a
Components: V, S second casting of this spell to unfreeze the liquid if you
Duration: 1 minute choose.
Recommended Classes: druid, sorcerer, warlock At Higher Levels. When you cast this spell using a spell
slot of 4th level or higher, the spell affects up to an additional
You stomp your foot on the ground and a thin sheet of slick 10 cubic feet of frozen liquid.
ice rapidly spreads across the ground in a 30 foot radius and
turns it into difficult terrain for the duration.
Any creature in the area when you cast the spell must
succeed on a Dexterity saving throw or fall prone. A creature

7
Part III: NPC Stats - The Snow Queen
The stats presented here are for a powerful NPC - the Snow Queen - who can be a great ally or a fearsome enemy.
Some of the spells listed under the Snow Queen's spellcasting ability are from new spells from Part II of this document, and these
have been marked with [brackets].

The Snow Queen Regeneration. Whenever the Snow Queen starts her
turn in a snowy or cold environment, she regains 20 hit
Medium humanoid (human), neutral good
points. If the Snow Queen takes fire damage, this trait
Armor Class 19 (frost armor) doesn't function at the start of her next turn.
Hit Points 120 (15d8 + 60) Spellcasting. The Snow Queen is a 12th-level
Speed 30 ft. spellcaster. Her spellcasting ability is Charisma (spell
save DC 18, +8 to hit with spell attacks). The Snow
Queen knows the following spells:
STR DEX CON INT WIS CHA
Cantrips (at will): [cold snap], [icicle spear] ray of frost
10 (+0) 15 (+2) 18 (+4) 14 (+2) 18 (+4) 18 (+4) 1st level (4 slots): [chill wind], fog cloud
2nd level (3 slots): gust of wind, [ice glide], [ice guard]
Damage Immunities cold 3rd level (3 slots): counterspell, sleet storm, [swirling
Damage Resistances fire; bludgeoning, piercing, and storm]
slashing from nonmagical attacks 4th level (3 slots): fire shield (chill shield effect only),
Condition Immunities frozen (see sidebar on p. 4) ice storm, [freezeflame]
Senses passive Perception 14 5th level (2 slots): cone of cold
Languages Common 6th level (1 slot): [deep freeze]
Challenge 13 (10,000 XP)
Ice Palace. The Snow Queen has the ability to scult a
grand palace out of ice. To do this, the Snow Queen
Costume Change. The Snow Queen can use her magic must be in a snowy or icy location, and she must spend
to freely transform her clothes. Clothes created by this 1 hour focused on the task of creating the ice palace.
ability are physically real, but do not have any magical At the end of these 8 hours, the Snow Queen will have
properties and offer no special protection. created a palace constructed entirely out of ice. The
Cold Never Bothered Me. The Snow Queen is immune palace has a large central chamber with up to 50
to the negative effects of extreme cold. She is able to additional rooms. The Snow Queen may also create
move across difficult terrain made of snow and ice furnishings for the palace, though doing so requires an
without needing to make an ability check and without additonal hour of focus, and all furniture and other
spending extra movement. decorations The Snow Queen is able to draw power
from her ice palace, and any spells that she casts while
Water Walk. The Snow Queen can move across any in her ice palace do not expend spell slots. Once
liquid surface - such as water, acid, mud, snow, created, the ice palace is permanent, though the Snow
quicksand, or lava - as if it were harmless solid ground Queen may voluntarily destroy it as an action at any
(though she can still take damage from the heat of time. When she does this, cracks instantly begin to
molten lava). Her footsteps freeze the surface of the appear in the ice, as the palace becomes unstable and
liquid wherever she steps. begins to collapse. After 1 minute, the palace shatters
Control Weather. The Snow Queen's emoitonal state and is completely destroyed. The Snow Queen may
has a direct effect on the weather around her. When only have one ice palace at a time and creating a
angered or frightened, the weather within a 5 mile second ice palace always destroys the first.
radius of the Snow Queen begins to turn cold and
snowy, as if under the effect of a control weather spell. Actions
The intensity of the temperature, precipitation, and The Snow Queen may make two actions per turn. She
wind depends on the intensity of the Snow Queen's may cast two spells in the same turn provided that one
emotional state (as determined by the DM). of the spells is a cantrip.
Maintaining this effect does not require the Snow
Queen's concentration, though she can choose to Conjure Elemental. (2/day) The Snow Queen can use an
voluntarily end the effect with 10 minutes of calm action to cast conjure elemental, though she may only
focus. conjure an ice elemental or a snow elemental. (See
Appendix for monster stats.) The Snow Queen may
Frost Armor. While she is concious, the Snow Queen is only have one elemental of each type active at a time
constantly protected by a magical aura of spectral frost. (though she can have one of each), and creating a
This frost provides a +5 bonus to AC, and any creature second elemental of an existing type destroys the
who hits the Snow Queen with a melee attack takes 10 existing elemental and creates a new one. Using this
cold damage. ability does not use a spell slot from the Snow Queen's
Legendary Resistance. (3/day) If the Snow Queen fails a spellcasting ability.
saving throw, she can choose to succeed instead.

8
Part IV: New Monsters
Ice Elemental Snow Elemental
Large elemental, neutral Small elemental, neutral

Armor Class 17 (natural armor) Armor Class 13


Hit Points 126 (12d10 + 60) Hit Points 32 (8d6 + 8)
Speed 30 ft., burrow 30 ft. (through snow and ice Speed 30 ft.
only)
STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 12 (+1) 9 (-1) 10 (+0) 13 (+2)
20 (+5) 8 (-1) 20 (+5) 5 (-3) 10 (+0) 5 (-3)
Damage Vulnerabilities fire
Damage Vulnerabilities fire, thunder Damage Immunities cold, poison, psychic
Damage Immunities cold, poison, psychic Condition Immunities exhaustion, paralyzed,
Condition Immunities exhaustion, paralyzed, petrified, poisoned, unconcious, frozen (see
petrified, poisoned, unconcious, frozen (see sidebar, p. 4)
sidebar, p. 4) Senses tremorsense 60 ft., passive Perception 12
Senses darkvision 60 ft., tremorsense 60 ft., passive Languages Common, Aquan
Perception 10 Challenge 2 (450 XP)
Languages Terran, Aquan
Challenge 5 (1,800 XP) Ice Glide. The snow elemental's base speed is
doubled while moving through snowy or icy terrain.
Ice Glide. The ice elemental's base speed is doubled
while moving through snowy or icy terrain. Regeneration. Whenever the snow elemental starts
its turn in a snowy or cold environment, it regains
Intmidating Presence. When an ice elemental first 10 hit points. If the snow elemental takes fire
enters combat, all enemy creatures within 60 feet damage, this trait doesn't function at the start of its
of the elemental must succeed on a Wisdom saving next turn.
throw (DC 15) or gain disadvantage on their next Frigid Resilience. If the snow elemental is reduced
ability check or attack roll. to 0 hit points by any damage type other than fire
damage, the snow elemental is instead left with 1
Actions hit point. If the snow elemental is reduced to 0 hit
Multiattack. The ice elemental makes two claw points by fire damage, it is destroyed.
attacks.
Snow Camouflage. The snow elemental has
Ice Claws. Melee Weapon Attack: +8 to hit, reach advantage on Dexterity (Stealth) checks made to
10 ft., one target. Hit: 14 (2d8 + 5) slashing hide in snowy terrain.
damage.
Actions
Fling. If the ice elemental successfully hits a single
Small or Medium creature with two claw attacks on Snowball. Ranged Attack: +3 to hit, range 30/120
the same turn, the elemental may attempt to throw ft., one target. Hit: 9 (2d8) cold damage.
the target. The target must succeed on a DC 15
Dexterity saving throw or be hurled 60 feet
horizonally in a direction of the elemental's choice,
taking 1d6 bludgeoning damage for every 10 feet it
was thrown.

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