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Born of Stasis

All across the Soulfrost Expanse, and particularly


around the rivers of Cindra, primordial energies of ice
and water coalesce into chaotic entities of elemental
ascent. The Iceborn are native to the arctic wastes and
are fiercely territorial. They gather in small tribes led by
elder primordials and worship the Greatwyrm Yharel,
He who gave them icy life.
In the wake of Yharel’s flights, hordes of these creatures
rise from shards of Everfrost, and their congregations
can pose a real threat to Isark encampments. The
lowest of Iceborn are the Icelings, imp-like tricksters
that use hit and run tactics to chip at their enemies’
defenses, slowly melting away their will to fight.
The Icelings have a personal grudge against the Isark,
as they believe them to be trespassers on their land,
even though the taurish humanoids precede them. They
often attempt to vandalize, steal, and sabotage
shipments. When in large enough numbers, they will
raid and pillage Isark positions if they seem vulnerable.

Despicable Iceling
Small elemental, chaotic neutral

Armor Class 13 (natural armor)


Hit Points 25 (3d6+14)
Speed 30 ft., swim 30 ft

STR DEX CON INT WIS CHA RES


9 (-1) 14 (+2) 14 (+2) 10 (+0) 13 (+1) 7 (-2) 14 (+2)

Skills Perception +3, Stealth +4


Damage vulnerabilities Fire
Damage Immunities Cold Threadnote: Venerable Iceling
Condition Immunities chilled, frostbitten, frozen, soul chilled Some Icelings go against their nature, living among the Isark
Senses heatsight 30 ft., passive Perception 11 and becoming a huge part of their culture. They help their
Languages Primordial (Aquan) boats steer clear of icebergs and warn them about incoming
Challenge 2 (450 XP) dangers. It is said that, for all their strange antics, the
Icelings are an honorable people. A Venerable Iceling is often
one that has been spared by a powerful warrior, and has
Ice Stride. The Iceling can swim through nonmagical ice and sworn fealty to them as a form of gratitude.
water. While doing so, the Iceling doesn’t disturb the material
it moves through. What is most strange about this behavior is that, for the
most part, they are not attacked nor shunned by their
Stasis. When the Iceling drops to 0 hit points, it transforms into brethren, almost as if they were considered non-combatants.
a small shard of gleaming blue ice that does not melt. This Venerable Icelings don’t intervene in the skirmishes between
object is considered magical, spreads dim light 5ft around the rest of their kin and the Isark – and their neutrality is
itself, and is always cold to the touch. The Iceling will reform seemingly respected by all sides.
from this shard if affected by the unendurable stasis
environmental condition (p. 28). When the creatures they bonded to perish, Venerable Icelings
stay by their side, as if reenacting an old forgotten ritual,
Actions slowly melting into an everfrost crystal. They will not reform
when subjected to Soulfrost, following their masters in true
Multiattack. The Iceling makes two claw attacks. death by sacrificing the semi-immortality of elementals.
Claw. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit Stable everfrost shards are considered sacred in Isark
5 (1d4 + 2) slashing damage plus 3 (1d4) cold damage. culture, physical proof of the Iceling’s commendable service
and unquestioned loyalty. They are often kept as relics by the
Frostbolt (3/day). Ranged Spell Attack: +4 to hit, reach 60 ft., one
family of the deceased, a reminder of their warrior kin’s
target. Hit 11 (2d10) cold damage. A creature hit by this attack honor, which earned them an elemental bond.
must succeed on a DC 10 Constitution saving throw or be
chilled for a minute.
Cindra: Born of Stasis 9
In Frozen Caves
The elemental power of Yharel, the killing frost, can
sometimes meld with a lost soul that is passing through
the material plane, birthing an Iceborn Beast. The
unique creatures that result of this phenomenon
often take ursine forms covered in crystalline
ice, but other beastly shapes have also been
recorded by the Isark tribes.
Despite their magical nature, they mostly
act like their mundane counterparts – a
much stronger, more dangerous version of
them. Elemental mages often try to tame
them for a variety of reasons, but few casters
outside the Isark tribes know how to
manipulate their everfrost cores
successfully.
In rare occasions, the magic that births
these magnificent beings also grants
them sentience, leading them to become
elemental spellcasters of great power
and wisdom. Some of them become
spiritual leaders to the Isark, while
others endlessly plot their demise.
Iceborn Beast take 5 cold damage as they enter the area and must make a DC
14 Constitution saving throw or take 7 (2d6) cold damage and
Large Elemental, unaligned
be considered chilled for a minute.
Armor Class 15 (natural) This feature affects all creatures that start their turn within the
Hit Points 94 (9d10 + 45) area. Every time a creature is affected by this aura and fails its
Speed 30 ft., swim 30 ft. Constitution save, they gain a stack of congelation (up to the
frozen condition) for a minute. Creatures that are immune to
STR DEX CON INT WIS CHA RES the soulchilled condition are not affected by this ability.
19 (+4) 12 (+1) 20 (+5) 6 (-3) 13 (+1) 9 (-1) 16 (+3)
Innate Spellcasting. The beast’s innate spellcasting ability is
Skills Perception +4
Damage vulnerabilities Fire Resolve (spell save DC 14, +6 to hit with spell attacks). It can
Damage Immunities Cold innately cast the following spells, requiring no material
Condition Immunities chilled, frostbitten, frozen, soulchilled components:
Senses darkvision 30 ft., passive Perception 11 At will: Frostbolt.
Languages Primordial (Aquan)
Challenge 5 (1,800 XP) 1/day each: Ice Gale, Absolute Zero.

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

Kyrr: In Frozen Caves 15


Lost Souls
Among the elementals of the Soulfrost Expanse, few are
more mysterious than the Iceborn Nymphs. These icy
spellcasters are said to manifest in rare occasions when
several Everfrost shards are in close proximity, and
meld together as they grow and become sentient. Many
wizards have attempted to recreate this natural
occurrence, with no success. The Isark, who believe
these creatures to be an abomination, know there is an
additional component to the birth of a Nymph: souls.
Some say Hestra takes the souls of those that die in the
snow. Some say the Nymphs themselves arise to
sheperd lost spirits in the eternal stasis of the arctic
wastes. Others claim the soul of a powerful spellcaster
is what gives the Nymph its magic.
Regardless of their origin, these strange and beautiful
beings are leaders among their kind, and often care for
hundreds of Icelings and other elementals. While
mostly female-presenting, Nymphs can appear in any
form they desire – more often than not, the most
convenient shape to attract their victims.
They seem to want to appeal to foreigners, and never
take the looks of an Isark. They use their charm to lure
travelers away from the paths and into the freezing cold,
where they abandon them to the killing winds. Maybe
they feed on their souls. Maybe they do it for sport.
Maybe… that is how a Nymph is born.
Iceborn Nymph Spellcasting. The Nymph is a 9th-level spellcaster. Its
Medium Elemental, chaotic neutral spellcasting ability is Charisma (spell save DC 15, +7 to hit with
spell attacks). The Nymph has the following spells prepared:
Armor Class 15 (natural)
Hit Points 75(10d8 + 20) Cantrips (at will): chill touch, light, mage hand, minor illusion
Speed 30 ft., fly 40 ft.
1st level (4 slots): charm person, frostbolt, magic missile, shield
STR DEX CON INT WIS CHA RES
2nd level (3 slots): ice gale, suggestion
9 (-1) 14 (+2) 14 (+2) 12 (+1) 13 (+1) 18 (+4) 12 (+1)
3rd level (3 slots): counterspell, major image, absolute zero
Skills Perception +4, Deception +10, Persuasion +7
Damage vulnerabilities Fire 4th level (3 slots): greater invisibility, ice storm
Damage Immunities Cold
Condition Immunities charmed, all congelation conditions 5th level (1 slot): dominate person
Senses darkvision 30 ft., passive Perception 11
Languages Primordial (Aquan) Actions
Challenge 8 (3,900 XP)
Everfrost Touch. Melee Weapon Attack: +5 to hit, reach 5ft., one
target. Hit 35 (10d6) cold damage. A creature hit by this attack
Ice Stride. The Nymph can seamlessly fly through nonmagical must succeed on a DC 15 Constitution saving throw or be
ice and water. While doing so, the Nymph doesn’t disturb the frozen. They can repeat the saving throw at the start of each of
material it moves through. their turns, removing the condition on themselves on a
success.
Beautiful Form. Creatures that can see the Iceborn Nymph and
would find it attractive have disadvantage on Wisdom and Soulchill Infusion. The Nymph targets a frozen creature or object
Resolve saving throws provoked by it. A creature with a Resolve within 30 feet. An unwilling creature must succeed on a DC 15
(or Wisdom) score of 16 or higher is immune to this feature. Constitution saving throw or be affected by the Soul Chilled
condition. An Everfrost shard targeted in this way blossoms
Nerves of Ice. The Nymph has advantage on rolls to maintain into an Iceling over the following minute.
concentration on spells. Once per day, if it fails a concentration
check, it can choose to succeed instead. Iceborn creatures targeted by this effect recover 5d8 hit points.

Hestra: Lost Souls 29


Archive’s Bestiary
elcome, frost explorer, to the archive’s

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

they manage to nurture a Snowy Elemental until it Senses heatsight 30ft.


Languages Primordial (Aquan)
evolves into something mightier… Challenge 1/2 (100 XP)

Snowy Elementals are fairly hot-headed, ironically


enough, and will be very wary of strangers, even if their Of Snow. The Snowy Elemental has vulnerability to fire damage,
master seems comfortable in their presence. Their but is healed instead of damaged when it is targeted with cold
volatile temperament is trivial enough in their small damage. When the Snowy Elemental drops to 0 hit points, it
form, but not so much when they grow stronger. transforms into a small shard of gleaming blue ice that does
not melt. The Snowy Elemental will reform from this shard if
left exposed to the biting frost environmental condition for at
least eight hours (p. 17).
Threadnotes: Icy Familiars
When faced with the necessity of making an expedition to an Variant: Snowy Familiar. Snowy Elementals can develop a bond
arctic region, proficient arcanists often try to form a magical to intelligent creatures, especially favoring those with an
connection with a (mostly) harmless ice elemental, which by affinity towards the cold, such as Isark and Goliaths. The most
virtue of their soul connection grants them resistance to the important thing to keep their friendship is to feed them ice
oppressive cold. Having a such a familiar with you can be the cubes if things get too toasty for their taste (they always are).
difference between life and death, in many cases, so it’s
highly recommended that you should bring one with you if While bonded to a Snowy Elemental, a creature magically gains
you intend to travel to the Soulfrost Expanse. 30 feet of heatsight and resistance to cold damage.

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.

Threadmaster’s Bestiary: Snowy Elemental 39


Ambushers of the Snowy Depths
Iceborn Horrors are strange creatures with crustacean
armor, spider eyes, and fiendish hearts. Their complete
From “Coinseeker’s Planar Guide”, Entry 554
immunity to frost allows them to lay covered in snow for
When I first heard what a pound of Iceborn Horror chitin
hours in wait of prey, using their innate blindsight to
was going for at interplanar markets, I quickly made my bags spring their terrible ambush at just the right moment.
of holding and set out to find some experienced bodyguards
to help me over the course of my voyage. Well let me tell These monstrous predators are despised by almost all
in the Soulfrost Expanse, including other frost
you, mate, it was not easy to find any man-at-arms worth
elementals – though they can’t consume them, Iceborn
their salt willing to go the Deep Frost where these fiendish
Horrors still enjoy hunting and killing them for the sake
creatures reside.
of sport. Their aggression levels are so high that they
In the end, I had to employ a series of illusions and will, in fact, fight against other horrors to the death.
enchantments to convince some spiritual Isark natives to Fortunately, horrors are among the rarest frost
help me in my quest (what? I resurrected those who died, elementals, and they are often engendered in remote
they’re all fine!). With my loyal companions by my side, and locations where the elemental cold makes civilized life
my own arcane might, I was pretty sure no icy monstrosity impossible anyway. Hunting them is as risky as it is
would spell my doom. profitable: their tough barnacle-like shell is immensely
valuable to Isark shipwrights and armorsmiths.
And indeed, they didn’t! What, did you think the great Runo
Don’t underestimate their sheer hatefulness: gravely
would fall to a snowy crustacean?! Ha, pathetic. But… do be
wounded horrors will often prefer to keep fighting and
careful. They are malicious, hateful creatures, and their
inflict the most amount of damage and misery rather
glacial toxin is nothing to scoff at. than ensuring their own survival by escaping.
In the end, it was lucky that I took that meteor swarm wand
with me. Unfortunately, the comets did kind of ruin the
chitin… Well, experience is its own reward, no?
Runo Fylsworth, Threadmaster of Finance

Threadmaster’s Bestiary: Iceborn Horror 41


Iceborn Horror of each of their turns. The effects of the toxin are as follows
(see congelation effects for specific mechanics):
Huge elemental, chaotic evil
First Dose: Affected creatures are chilled.
Armor Class 19 (natural armor) Second Dose: Affected creatures are frostbitten.
Hit Points 201 (18d12+84) Third Dose: Affected creatures are frozen.
Speed 60 ft., climb 60ft. Sixth Dose: Affected creatures are soul-chilled.
Eighth Dose: Affected creatures are death frosted.
STR DEX CON INT WIS CHA RES
21 (+5) 16 (+3) 19 (+4) 7 (-2) 13 (+1) 7 (-2) 16 (+3) Actions
Saving Throws Str +10, Con +9 Multiattack. The Iceborn Horror makes three attacks: two with
Skills athletics +10, stealth +8 its impaling limbs and one with its maw. Alternatively, it can
Damage Resistances slashing, piercing and bludgeoning from forgo its maw attack to use its exude frost action.
nonmagical weapons
Damage Immunities cold Impaling Limb. Melee Weapon Attack: +10 to hit, reach 10ft., one
Condition Immunities chilled, frostbitten, frozen, charmed target. Hit 9 (1d6 + 5) and the target must succeed on a DC 10
Senses tremorsense 120ft. Constitution saving throw or be affected by a dose of Frost
Languages understands aquan but can’t speak Toxin. For every active dose, the save DC increases by 2.
Challenge 13 (7,200 XP)
Maw. Melee Weapon Attack: +10 to hit, reach 5ft., one target.
Hit 16 (2d10 + 5) and the target must succeed on a DC 14
Hateful Recklessness. When below half its maximum hitpoints, Constitution saving throw or be affected by a dose of Frost
the Iceborn Horror can choose to attack with advantage at the Toxin. For every active dose, the save DC increases by 2.
beginning of its turn, but attack rolls against it have advantage
until its next turn. Exude Frost (recharge 5-6). The Iceborn Horror raises a glacial
wind using its innate elemental control. Creatures within 30 feet
Brutal Ambusher. The Iceborn Horror has advantage on of it must make a DC 17 Constitution saving throw, taking 44
initiative rolls, and deals double damage against creatures that (8d10) cold damage on a failed save or half as much on a
are surprised. successful one.

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.

42 Threadmaster’s Bestiary: Iceborn Horror

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