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Despicable Iceling
Small elemental, chaotic neutral
Ice Stride. The Beast can swim through nonmagical ice and Actions
water. While doing so, the Beast doesn’t disturb the material it Multiattack. The Iceborn Beast makes one maul attack and one
moves through. bite attack.
Everfrost Form. The beast is covered in a thick layer of ice that is Maul. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit
difficult to breach and constantly regenerates. The creature 11 (2d6 + 4) slashing damage plus 4 (1d6) cold damage.
gains 10 temporary hit points at the start of its turn if it didn’t
take damage the previous round. The loss of temporary hit Bite. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit
points does not count as damage taken for the purposes of this 10 (1d10 + 4) piercing damage plus 4 (1d6) cold damage. A
ability. While the beast has temporary hit points from this creature hit by this attack must make a DC 14 Strength saving
ability, it gains resistance to bludgeoning, piercing, and slashing throw or be grappled by the Beast.
damage.
Cold Breath (recharge 5-6). The Beast exhales a blast of freezing
If the Beast takes fire damage, it cannot benefit from Everfrost wind in a 15-foot cone. Each creature in that area must make a
Form for 1d4 + 1 rounds afterwards. DC 14 Dexterity saving throw, taking 28 ( 6d8 ) cold damage, or
half as much damage on a successful one.
Frost Aura. The Beast is surrounded at all times by a 10-foot
radius sphere of frost centered on itself. Creatures within range
W
bestiary of the Soulfrost Expanse. As usual,
all the content here has been tested for the
utmost veracity by our expert planar scouts.
They did not like the climate conditions of
their latest mission in the slightest, but
hey… A small price to pay for the priceless
knowledge we now possess about true stasis, no?
If you have any additions to make –discoveries made
during your arctic travels, perhaps–, direct yourself to
our newest Threadmaster of Discovery and Exploration,
Garas. He’ll make sure your contribution is rewarded.
Miniature Frost
Snowy Elementals are the smallest, weakest and most
adorable iceborn creatures to be found in the Soulfrost
Expanse – not much of an exploit, in truth, since much
of the fauna of this arctic region is monstrous and
powerful and cruel. Though they are relatively harmless, Snowy Elemental
the local Isark still shun them as much as any other
elemental, because they believe that they grow into Tiny elemental, unaligned
stronger and more aggressive beings, given time. The Armor Class 13 (natural armor)
only exception is the Yar Suth tribe, which regularly Hit Points 5 (2d4)
keeps them as pets and miniature helpers. Speed 30 ft.
Under the right circumstances, Snowy Elementals STR DEX CON INT WIS CHA RES
indeed grow into more powerful creatures – for 8 (-1) 14 (+2) 11 (-) 12 (+1) 11 (-) 14 (+2) 10 (-)
example, when they are fed everfrost shards. However,
they are surprisingly intelligent and sentient, and will Skills Athletics +9
not forget who their friends were when they were small Damage Vulnerabilities fire
and meek. Risky and costly as it is, this means Damage Immunities cold
elemental wizards can earn very powerful familiars if Condition Immunities chilled, frostbitten, frozen
Be sure to treat them well, or they will renounce the familiar Actions
bond. Don’t forget to feed them ice cubes if you keep them
away from the frost for too long, lest they suffer from a Ice Chomp. Melee Weapon Attack: +4 to hit, reach 5ft., one
heatstroke and perish. They don’t reform quickly or easily. target. Hit 1 cold damage, and the target is chilled until the end
of its next turn.
Frost Toxin. Some of the Iceborn Horror’s attacks can inflict Reactions
doses of a terrible magic toxin that slowly puts creatures in
inescapable stasis. Creatures immune to the soul chilled Flick Reflex. As a reaction when a medium or smaller creature
condition are not affected by this toxin. that it can see comes within 10 feet of it, the Iceborn Horror
can attempt to flick it with a quick movement of its limb.
This toxin is highly unstable and breaks down quickly: a
creature affected by the Frost Toxin loses one dose at the start The triggering creature must succeed on a DC 18 Dexterity
saving throw or take 5 (1d8) bludgeoning damage and be
thrown back 15 feet, landing prone.