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Annis Hag 6 Actions

Large Fey, Chaotic Evil 2,300 xp Multiattack. An annis hag can attack with both claws.
Claws. Melee Weapon Attack: +10 to hit, reach 5 ft., one
Armor class Hit points Speed target. Hit 2d6+7 slashing damage.
40
20 70 Rend. If both of the hag's claws hit they do double damage.
(natural) (7d10+28)

STR DEX CON INT WIS CHA


25 (+7) 12 (+1) 18 (+4) 13 (+1) 13 (+1) 14 (+2)

Save Throws: Con +7


Skills: Arcana +4, Deception +4, Perception +4, Stealth +4
Damage Resistances: bludgeoning, slashing, piercing
nonmagical weapons that are not cold iron
Senses: darkvision 60 ft., passive Perception 14
Languages: Common, Draconic, Sylvan
Challenge: 6 (2,300 xp)
Innate Spellcasting. The hag's innate spellcasting ability is
Charisma (spell save DC 13). She can innately cast the
following spells, requiring no materiel components:
3/day: alter self, fog cloud,,

Beast Of Gelglast (Fey Dire Boar) 7 Actions


Huge Fey Beast, Unaligned 2,900 xp Tusk. Melee Weapon Attack: +14 to hit, reach 5 ft., one
target. Hit: 4d6+9 slashing damage.
Armor class Hit points Speed
40 ft.
20 180
(natural armor) (15d12+75)

STR DEX CON INT WIS CHA


29 (+9) 14 (+2) 21 (+5) 2 (-4) 17 (+3) 12 (+1)

Damage Resistances: bludgeoning, piercing and slashing from


nonmagical weapons that aren't cold iron
Senses: passive Perception 13
Languages: -
Challenge: 7 (2,900 xp)
Charge. If the boar moves at least 20 feet toward a target and
then hits it with a tusk attack on the same turn, the target
takes and extra 6d6 slashing damage. If the target is a
creature, it must succeed on a DC 15 Strength saving throw
or be knocked prone.
Relentless (Recharges after a Short or Long Rest). If the boar
takes 13 damage or less that would reduce it to 0 hit points, it
is reduced to 1 hit point instead.,,
Bebilith 10 Actions
Huge Fiend, Chaotic Evil 5,900 xp Multiattack. The bebilith can make one attack with it's bite
and two attacks with its claws each round.
Armor class Hit points Speed Bite. Melee Weapon Attack: +14 to hit, reach 5 ft., one
40 ft., climb 20 ft. target. Hit: 2d6+9 piercing damage plus rot.
24 156
(natural) (12d10+84) Claw. Melee Weapon Attack: +14 to hit, reach 5 ft., one
target. Hit: 2d4+9 slashing damage.
STR DEX CON INT WIS CHA Web (Recharge 5-6). Ranged Weapon Attack: +5 to hit,
range 30/60 ft., one creature. Hit: The target is restrained by
28 (+9) 12 (+1) 24 (+7) 11 (0) 13 (+1) 13 (+1) wevving. As an action, the restrained target can make a DC
14 Strength check, bursting the web on a success. The
Save Throws: Con +11 webbing can also be attacked and destroyed (AC 10, hp 12,
vulnerability to fire damage, immunity to bludgeoning,
Skills: acrobatics +13, perception +5, stealth +5 poison, and psychic damage).
Damage Resistances: cold, re, lightning, bludgeoning, Innate Spellcasting. The bebilith's innate spellcasting ability
piercing, and slashing from nonmagical weapons is Wisdom (spell save DC 13, +4 to hit with spell attacks). It
can innately cast the following spell, requiring no material
Damage Immunities: poison components:
Condition Immunities: poisoned
At will: plane shift (self only)
Senses: darkvision 60 ft., passive Perception 15
Languages: Abyssal (cannot speak)
Challenge: 10 (5,900 xp)
Dismantle Armor. If a bebilith hits a foe with two claw attacks,
it can attempt to peel away the target's armor and shield as a
bonus action. The target must makea DC 17 Strength save to
avoid this effect. Nonmagical armor subjected to this attacks
gains the broken condition and can't be used till it has been
repaired.
Penetrating Strike. A bebilith's natural weapons are treated
as magical for the purposes of overcoming resistance.
Rot. A bebilith's bite causes a horrible withering. Each round
the player must make a DC 16 Constitution save or take
damage. The damage is equal to 1d6 for each failed save
(i.e. 1d6 for the first failed save, 2d6 for the second, etc...). If
the target makes two successful saves in a row or is subject
to a lesser restoration, the effect is cured. ,,

Caigreal 6 Actions
Large Fey, Chaotic Evil 2,300 xp Multiattack. Caigreal can attack with both claws.
Claws. Melee Weapon Attack: +10 to hit, reach 5 ft., one
Armor class Hit points Speed target. Hit 2d6+7 slashing damage.
40
20 124 Rend. If both of the hag's claws hit they do double damage.
(natural) (7d10+6d8+52)
Spellcasting. Caigreal is a 6th level cleric of Mestama. Her
spellcasting ability is Wisdom (spell save DC 17, +9 to hit
STR DEX CON INT WIS CHA with spell attacks). She has the following spells prepared:
24 (+7) 15 (+2) 18 (+4) 14 (+2) 18 (+4) 14 (+2) Cantrips (at will): guidance, resistance, thaumaturgy
1st Level (4 slots): charm person, disguise self, cure
Save Throws: Con +7 wounds, guiding bolt, sanctuary, command
2nd Level (3 slots): hold person, enhance ability, silence
Skills: Arcana +4, Deception +4, Perception +4, Stealth +4 3rd Level (3 slots): mirror image, pass without trace, meld
into stone, magic circle, protection from energy
Damage Resistances: bludgeoning, slashing, piercing
nonmagical weapons that are not cold iron Channel Divinity. Twice between rests the hag can Channel
Divinity to create a perfect illusion of herself or to vanish
Senses: darkvision 60 ft., passive Perception 14 until the end of her next turn.
Languages: Common, Draconic, Sylvan
Challenge: 6 (2,300 xp)
Innate Spellcasting. The hag's innate spellcasting ability is
Charisma (spell save DC 13). She can innately cast the
following spells, requiring no materiel components:
3/day: alter self, fog cloud,,
Ceustodaemon, Greater 4 Actions
Large Fiend, Neutral Evil 1,100 xp Multiattack. A daemon can make three attacks: one with its
bite and two with its claws.
Armor class Hit points Speed Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one
30 ft. target.
19 88 Hit: 2d6+6 piercing damage.
(natural 6) (8d10+40)
Claw. Melee Weapon Attack: +9 to hit, reach 10 ft., one
target.
STR DEX CON INT WIS CHA Hit: 1d6+6 slashing damage.
22 (+6) 17 (+3) 20 (+5) 15 (+2) 18 (+4) 19 (+4) Breath Weapon (Recharge 5-6). The daemon can exhale
electricity in a 30 ft. cone. This attack does 6d6 damage and
Save Throws: Con +8, Wis +7 has a DC 14 Dex save for half.
Skills: perception +7, stealth +6 Innate Spellcasting. The daemon's innate spellcasting ability
is Wisdom (spell save DC 15, +7 to hit with spell attacks). It
Damage Resistances: cold, electricity, re, slashing, piercing can innately cast the following spells, requiring no material
or bludgeoning damage from nonmagical weapons that aren't components:
silver
Constant: detect evil and good, detect magic, see invisibility
Damage Immunities: acid, necrotic, At will: dimension door
3/day: dispel magic, fly
Condition Immunities: paralysis, poison, polymorph sleep 1/day: hold monster
Senses: darkvision 60 ft., passive perception 17
Languages: Abyssal, Infernal, telepathy 100 ft.
Challenge: 4 (1,100 xp)
Drawn to Service. Daemons have Disadvantage when
attempting to resist binding.,,

Cold Rider 8 Actions


Medium Fey, Chaotic Evil 3,900 xp Multiattack. The cold rider can make two attacks with its
glaive.
Armor class Hit points Speed Glaive. Melee Weapon Attack: +10 to hit, reach 10 ft., one
30 ft. (60 ft. target. Hit: 1d10+1d6+5 slashing damage.
18 104
(plate) (13d6+52)
mounted)
Spellcasting. The cold rider is a 10th level spellcaster. His
spellcasting avility is Charisma (spell save DC 16, +8 to hit
STR DEX CON INT WIS CHA with spell attacks. He has the following spells prepared:
17 (+3) 16 (+3) 18 (+4) 14 (+2) 15 (+2) 17 (+3) Cantrips (at will): blade ward, chill touch, mage hand, ray of
frost, true strike
Save Throws: Con +9 1st Level (4 slots): snowball, shield, fog cloud, sleep
2nd Level (3 slots): flurry of snowballs, hold person
Skills: Acrobatics +8, Handle Animal +6, Perception +6, 3rd Level (3 slots): ice spears, sleet storm
Stealth +7 4th Level (3 slots): greater invisibility, ice storm
5th Level (2 slots): cone of cold
Damage Resistances: bludgeoning, slashing, and piercing from
nonmagic weapons that are not cold iron
Legendary Actions
Damage Immunities: cold
Senses: darkvision 60 ft., passive Perception 16
Languages: Common, Elven, Sylvan
Challenge: 8 (3,900 xp) Pass without Trace. The cold rider leaves no tracks, as if
Damage Vulnerabilities fire, thunder under the effects of a permanent pass without trace spell.

Icewalking. A cold rider and any creature it rides can move Susceptible to Shatter. A cold rider automatically fails the
across snowy and icy surfaces without a movement penalty saving throw versus shatter spells. In addition, a shatter
and do not need to make Dexterity checks to avoid falling spell affects the cold rider's armor and all attack rolls against
prone. The may climb icy surfaces as if under the effects of the cold rider are made at advantage for the next 1 minute.
the spider climb spell.
Implements of Ice. A cold rider wears +2 full plate armor and
wields a +2 frost brand glaive made of magical ice as hard as
steel. Its armor has no armor stealth disadvantage and allow
the wearer his full Dexterity bonus to AC. When a cold rider
dies, it's armor and glaive melt into water in 1d6 rounds.,,
Dark Fey Nymph 9 Actions
Medium Fey, Chaotic Evil 5,000 xp Multiattack. The dark nymph makes two attacks with her
claws.
Armor class Hit points Speed Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one
40 ft., swim 20 ft. target. Hit: 1d8+2 slashing damage.
22 96
(deflection) (12d6+48) Stunning Glance. As an action, a nymph can stun a creature
within 30 feet with a look. The target must succeed on a DC
15 Con save or be stunned for 2d4 rounds.
STR DEX CON INT WIS CHA
Spellcasting. Dark nymphs are 9th level druids. Her
14 (+2) 25 (+7) 18 (+4) 16 (+3) 17 (+3) 21 (+5) spellcasting ability is Wisdom (spell save DC 16, +9 to hit
with spell attacks). She has the following spells prepared:
Save Throws: Dexterity +16, Ability +4 to all other
Cantrips (at will): guidance, produce flame, thorn whip
Skills: Acrobatics +11, Perception +7, Stealth +11 1st Level (4 slots): entangle, longstrider, charm person, cure
wounds
Damage Resistances: bludgeoning, slashing, or piercing 2nd Level (3 slots): enhance ability, flaming sphere, heat
nonmagical weapons that are not cold iron metal
3rd level (3 slots): call lightning, dispel magic, sleet storm
Senses: darkvision 60 ft., passive Perception 17 4th level (3 slots): wall of fire, confusion, blight
Languages: Aklo, Auran, Iobarian, Sylvan 5th level (1 slot): contagion
1/day: dimension door
Challenge: 9 (5,000 xp)
Blinding Beauty. All humanoids within 30 feet of a nymph who
look directly at her must succeed on a DC 15 Con save or be
blinded permanently. A nymph can suppress or resume this
ability as a bonus action.
Anathema. Normal plants within 20 ft. of a dark nymph wither
and die. Plant creatures must make a DC 15 Con save or
take 1d2 damage each round.
Defiling Touch. Damage dealt by a dark fey's claws cannot be
healed by magic unless the caster makes a DC 16
spellcasting ability check. Otherwise, the damage can only be
healed with a long rest.
Unearthly Grace. A dark nymph adds her Charisma modifier
as a racial bonus on all her saving throws, and as a deflection
bonus to her Armor Class.,,

Demon, Andrazku 5 Actions


Medium Fiend (Demon), Chaotic Evil 1,800 xp Multiattack. The andrazku makes three attacks: two slam
attacks and one bite attack.
Armor class Hit points Speed Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one
30 ft., climb 30 ft. target. Hit: 1d6+5 bludgeoning damage.
15 60
(natural armor) (6d10+24) Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Hit: 1d6+5 piercing damage plus 1d6 cold damage.
STR DEX CON INT WIS CHA Mutilating Gouge. If the andrazku hits with both slams in the
smae round, its target must succeed at a DC 15 Constitution
21 (+5) 13 (+1) 18 (+4) 10 (0) 14 (+2) 14 (+2) save or both attacks do critical damage.

Save Throws: Dex +4, Con +7 Cold Breath (Recharge 5-6). The andrazku exhales a blast
of freezing wind in a 15-foot cone. Each creature in that
Skills: Perception +3, Athletics +8 area must make a DC 13 Dexterity saving throw, taking 3d6
cold damage on a failed save, or half as much damage on a
Damage Resistances: re successful one.
Damage Immunities: cold, lightning, poison
Charge. If the andrazku moves at least 20 feet straight
Condition Immunities: poisoned toward a target and then hits with a slam attack, the target
Senses: darkvison 60 ft. passive Perception 13 takes an extra 3d6 bludgeoning damage and must succeed
on a DC 15 Strength saving throw or be knocked prone.
Languages: Abyssal, Giant, Telepathy 100 ft.
Challenge: 5 (1,800 xp)
Innate Spellcasting. The andrazku's spellcasting ability is
Wisdom (spell save DC 13). The andrazku can innately cast
the following spells, requiring no material components:
3/day - fear, locate creature, teleport (self plus 50 lbs. of
objects only)
1/day - enlarge (self only)
Icewalking. A andrazu can move across snowy and icy
surfaces without a movement penalty and do not need to
make Dexterity checks to avoid falling prone. The may climb
icy surfaces as if under the effects of the spider climb spell.,,
Dracolisk, Black 7 Actions
Large Dragon, Neutral 2,900 xp Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one
target.
Hit: 2d6+6 piercing damage plus 2d6 poison damage.
Armor class Hit points Speed
20 ft. Breath Weapon (Recharge 5-6). The dracolisk can exhale
18 121 60-ft. line of acid for 4d8 points of damage and has a DC 14
(natural armor 6) (11d12+44) Dex save for half.
Petrifying Gaze. If a creature starts its turn within 30 ft. of
STR DEX CON INT WIS CHA the basilisk and the two of them can see each other, the
basilisk can force the creature to make a DC 12 Con save.
23 (+6) 14 (+2) 19 (+4) 6 (-2) 12 (+1) 13 (+1) On a failed save, the creature magically begins to turn to
stone and is restrained. It must repeat the saving throw at
Save Throws: Con +8 the end of its next turn. On a success, the effect ends. On a
failure, the creature is petrified until freed by the greater
Skills: athletics +10, perception +5 restoration spell or other magic. A creature that isn't
surprised can avert its eyes to avoid the saving throw at the
Damage Immunities: acid start of its turn. If it does so, it can't see the basilisk until the
Condition Immunities: sleep, paralysis start of its next turn, when it can avert its eyes again. If it
looks at the basilisk in the meantime, it must immediately
Senses: darkvision 60 ft., passive Perception 15 make the save. If the basilisk sees its reflection within 30 ft.
Languages: of it in bright light, it mistakes itself for a rival and targets
itself with its gaze.
Challenge: 7 (2,900 xp)
This creature resembles a young six-legged dragon with
glistening scales and gleaming eyes. The vicious dracolisk is
a rare crossbreed of dragon and basilisk.
,,

Dragonkin 7 Actions
Large Dragon, Any 2,900 xp Multiattack. A dragonkin can make three attacks: one with
its bite and two with its claws, or one with its bite and two
with its weapon.
Armor class Hit points Speed
20 ft., fly 120 ft. Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one
16 120 target.
(natural armor 4) (10d12+50) Hit: 1d8+6 piercing damage.
Claw. Melee Weapon Attack: +10 to hit, reach 10 ft., one
STR DEX CON INT WIS CHA target.
Hit: 1d6+6 slashing damage.
22 (+6) 15 (+2) 20 (+5) 11 (0) 12 (+1) 17 (+3)
Glaive. Melee Weapon Attack: +10 to hit, reach 15 ft., one
Save Throws: Dex +6, Con +9, Wis +5, Cha +7 target.
Hit: 1d10+6 slashing damage.
Skills: Perception +5, Stealth +6
Breath Weapon (Recharge 5-6). The dragonkin uses one of
Damage Immunities: see below the following breath weapons, determined by scale color,
Condition Immunities: paralysis, sleep which does 9d6 damage of the appropriate energy type and
has a DC 15 Dex save for half:
Senses: darkvision 60 ft., passive Perception 15
Languages: Draconic, Triaxian Gold - fire, 30 ft. cone
Blue, Bronze - lightning, 60 ft. line
Challenge: 7 (2,900 xp) Black, Copper - acid, 60 ft. line
Green - poison, 30 ft. cone
Energy Immunity. Dragonkin are immune to the energy type White, Silver - cold, 30 ft. cone
of their breath weapon. Brass - fire, 60 ft. line
Rider Bond. A dragonkin can form a permanent bond with its
rider. Once this bond is made, a dragonkin cannot form
another rider bond until its current rider dies. A dragonkin and
its rider share an empathic bond and can feel each other's
emotions if they are on the same plane of existence. In
addition they can communicate with each other as if they
both had telepathy 100 ft. In combat, when a rider is mounted
on his dragonkin, they both act at the same time. They use
highest the initiative bonus between them to determine when
they act.,,
Ettin Witch 5 Actions
Large Giant, Chaotic Evil 1,800 xp Mulitattack. The ettin can make two attacks with his pact
weapon and casts a spell in the same round.
Armor class Hit points Speed Pact Battleaxe. Melee Weapon Attack: +10 to hit, reach 5
40 ft. ft., one target. Hit 2d8+5 slashing damage.
15 171
(mage armor) (7d8+56+85) Eldritch Blast. Ranged Spell Attack: +5 to hit, range 120 ft.,
one target per bolt. Hit: 1d10+2 force damage and push the
target back 10 feet in a straight line.
STR DEX CON INT WIS CHA
Pact of the Blade. As an action, the warlock can create a
21 (+5) 8 (-1) 17 (+3) 6 (-2) 10 (0) 14 (+2) pact weapon in her empty hand. This weapon counts as
magical for the purposes of overcoming resistance and
Save Throws: Wisdom +5, Charisma +7 immunity to nonmagical attacks and damage.
Skills: Perception +4 Spellcasting. The ettin witch is a 7th level spellcaster. Her
spellcasting ability is Charisma (spell save DC 13, +5 to hit
Senses: darkvision 60 ft., passive Perception 14 with spell attacks). All spells are cast using a 4th level spell
Languages: Giant, Orc slot. She has the following spells prepared:
Challenge: 5 (1,800 xp) Cantrips (at will): eldritch blast, ray of frost, chill touch
This ettin is a 7th level Pact of the Blade warlock.
Spells (2 slots):
Two Heads. The ettin has advantage on Wisdom (Perception) 1) expeditious retreat, witch bolt,
checks and on saving throws against being blinded, charmed, 2) burning hands, misty step, scorching ray, invisibility
deafened, frightened, stunned, and knocked unconscious. 3) fireball
4) wall of fire
Wakeful. When one of the ettin's heads is asleep, its other
head is awake.
Dark One's Blessing. When the ettin reduces a creature to 0
hit points, she gains 2 temporary hit point.
Dark One's Own Luck. When the warlock makes and ability
check or saving throw, she can use this feature to add 1d10
to the roll. Requires a short rest to recharge.,,

Forlarren 4 Actions
Medium Fey, Neutral Evil 1,100 xp Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one
target. Hit: 1d6+6 slashing damage.
Armor class Hit points Speed Ram. Melee Weapon Attack: +9 to hit, reach 5 ft., one
30 ft. target. Hit: 1d6+6 bludgeoning damage.
18 72
(natural) (8d8+32) Innate Spellcasting. The forlarren's innate spellcasting
ability is Wisdom (spell save DC 16, +6 to hit with spell
attacks). It can innately cast the following spells, requiring
STR DEX CON INT WIS CHA no material components:
22 (+6) 22 (+6) 19 (+4) 12 (+1) 16 (+3) 10 (0) At will: poison spray
1/day: entangle, invisibility (self only)
Save Throws: Dex +9 3/day: heat metal, faerie fire
Skills: acrobatics +9, perception +6, stealth +9
Damage Resistances: bludgeoning, slashing, piercing
nonmagical weapons that are not cold iron
Senses: darkvision 30 ft., passive Perception 16
Languages: Common, Sylvan
Challenge: 4 (1,100 xp)
The bastard offspring of a nymph and an fiend.
Charge. If the forlarren moves at least 20 feet toward a target
and then hits it with a ram attack on the same turn, the taget
takes and extra 2d6 bludgeoning damage. If the target is a
creature, it must succeed on a DC 16 Strength saving throw
or be knocked prone.,,
Frost Drake 5 Actions
Large Dragon, Chaotic Evil 1,800 xp Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one
target.
Hit: 2d6+6 piercing damage plus 1d6 cold damage.
Armor class Hit points Speed
20 ft., burrow 20 ft. Tail Slap. Melee Weapon Attack: +9 to hit, reach 10 ft., one
16 88 target.
(natural armor 5) (8d12+32)
(snow), fly 60 ft. Hit: 1d8+6 bludgeoning damage.
Freezing Mist Breath (Recharge 6). A frost drake can spit a
STR DEX CON INT WIS CHA ball of liquid that bursts into a cloud of freezing mist. This
attack has a range of 60 feet and deals 7d6 points of cold
22 (+6) 13 (+1) 18 (+4) 8 (-1) 9 (-1) 13 (+1) damage (DC 14 Dex half) to all creatures in a 20-foot-radius
spread. The mist cakes all surfaces in the area with a sheet
Save Throws: Dex +4, Con +7, Wis +2, Cha +4 of slippery ice that turns the area into difficult terrain for 2d4
rounds.
Skills: Perception +2, Stealth +4
Damage Immunities: cold
Condition Immunities: paralysis, sleep
Senses: darkvision 60 ft., passive Perception 12
Languages: Draconic
Challenge: 5 (1,800 xp)
Vulnerabilities: Fire
Snow Vision. A frost drake never takes penalties on
Perception checks for snowy conditions.
Icewalking. This ability works like spider climb, but the
surfaces the drake climbs must be icy. It can move across icy
surfaces without penalty.
Speed Surge. 3/day the drake may use its bonus action to
take a Dash action.,,

Frost Roper 12 Actions


Large Monstrosity, Neutral Evil 8,400 xp Multiattack. The roper makes 4 attacks with its tendrils, uses
Reel, and makes on attack with its bite.
Armor class Hit points Speed Bite. Melee Weapon Attack: +16 to hit, reach 5 ft., one
10 ft., climb 10 ft. target.
20 168 Hit: 4d8+12 piercing damage.
(natural 9) (12d8+108)
Tendril. Melee Weapon Attack: +16 to hit, reach 50 ft., one
target.
STR DEX CON INT WIS CHA Hit: The target is grappled (escape DC 23). Until the grapple
ends, the target is restrained and has disadvantage on Str
34 (+12) 13 (+1) 29 (+9) 13 (+1) 16 (+3) 12 (+1) checks and Str saving throws, and the roper can't use the
same tendril on another target.
Save Throws: Str +16, Con +13
Reel. The roper pulls each creature grappled by it up to 25
Skills: Perception +7, Stealth +5 (adv in icy areas) feet straight toward it.
Damage Resistances: cold
Damage Immunities: electricity
Senses: darkvision 60 ft., passive Perception 17
Languages: -
Challenge: 12 (8,400 xp)
Damage vulnerability: fire
False Appearance While motionless the roper is
indistinguishable from normal cave formations.
Grasping Tendrils. The roper can have up to 6 tendrils at a
time. Each can be attacked (AC 20, HP 20, immune to poison
and psychic damage). Destroying a tendril does not damage
to the roper which can extrude another on its next turn. A
tendril can be broken by a DC 15 Str check as an action.
Spider Climb. The roper can climb difficult surfaces, including
upside down on ceilings, without needing to make an ability
check.,,
Frost Worm 12 Actions
Huge Monstrosity, Unaligned 8,400 xp Bite. Melee Weapon Attack. +15 to hit, reach 10 ft., one
target.
Hit: 4d10+10 piercing damage plus 4d6 cold damage.
Armor class Hit points Speed
30 ft., burrow 10 ft. Trill. As an action the frost worm can emit a strange trilling
21 176 sound that affects all creatures within a 100-foot radius.
(natural 8) (16d10+80) Creatures must succeed on a a DC 14 Wisdom save or be
incapacitated for as long as the worm continues to trill.
Once a creature has resisted or broken the effect, it cannot
STR DEX CON INT WIS CHA be affected again my that same worm's trill for 25 hours.
31 (+10) 16 (+3) 21 (+5) 2 (-4) 16 (+3) 11 (0) Breath Weapon (Recharge 6). The frost worm can exhale
60-ft. cone of freezing breath for 15d6 points of cold
Save Throws: Str +15, Con +10, Dex +8 damage. DC 16 Dex save for half.
Skills: Perception +8, Stealth +8
Damage Immunities: cold
Senses: darkvision 60 ft., passive Perception 18
Languages:
Challenge: 12 (8,400 xp)
Damage vulnerability: fire
Cold. A creature that is grappled with a frost worm takes 4d6
cold damage each round.
Death Throes. When killed, a frost worm explodes in a 100-
foot-radius burst that deals 12d6 cold damage and 8d6
piercing damage (DC 16 Dex save for half).,,

Frozen Zombie 1/2 Actions


Medium Undead, Neutral Evil 100 xp Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one
target. Hit: 1d6+1 bludgeoning damage.
Armor class Hit points Speed
15 ft.
10 22
(3d8+9)

STR DEX CON INT WIS CHA


13 (+1) 6 (-2) 16 (+3) 3 (-4) 6 (-2) 5 (-3)

Save Throws: Wis +0


Damage Resistances: bludgeoning, piercing and slashing from
nonmagical weapons that aren't adamantine
Damage Immunities: poison, cold
Condition Immunities: poisoned
Senses: darkvision 60 ft., passive Perception 8
Languages: understands the languages it knew in life but can't
speak
Challenge: 1/2 (100 xp)
Undead Fortitude. If damage reduces the zombie to 0 hit
points, it must make a Constitution saving throw with a DC of
5 + the damage taken, unless the damage is radiant or from
a crircial hit. On a success, the zombie drops to 1 hit point
instead.,,
Ice Golem 9 Actions
Medium Construct, N 5,000 xp Multiattack. The golem makes two slam attacks.
Slam. Melee Weapon Attack: +9 to hit reach 5 ft. one target.
Armor class Hit points Speed Hit: 3d8+6 bludgeoning plus 1d6 cold damage.
30 ft.
16 132 Cold. An ice golem's body generates intense cold dealing
(natural armor) (12d10+60) 1d6 points of damage with its touch. Creatures attackng an
ice golem with unarmed strikes or natural weapons take the
same cold damage each time one of their attacks hits.
STR DEX CON INT WIS CHA
Icy Desturction. when reduced to 0 hit points an ice golem
20 (+5) 9 (-1) 20 (+5) 3 (-4) 11 (0) 1 (-5) shatters in an expolosion of jagged shards of ice. All
creatures within a 10-foot burst 3d6 points of slashing
Damage Immunities: poison psychic bludgeoning piercing and damage and 2d6 points of cold damage a DC 13 Dexterity
save halves the damage.
slashing from nonmagical weapons that aren't adamantine cold
Condition Immunities: charmed exhaustion frightened Cold Breath (Recharge 5-6). The golem exhales a blast of
freezing wind in a 2--foot cone. Each creature in that area
paralyzed petri ed poisoned must make a DC 13 Dexterity saving throw taking 6d8 cold
Senses: darkvision 120 ft., passive Perception 10 damage on a failed save or half as much damage on a
successful one.
Languages: understands the language of its creator but can't
speak
Challenge: 9 (5,000 xp)
Damage Vulnerability. fire
Cold Absorption. Whenever the golem is subjected to cold
damage it takes no damage and instead regains a number of
hit points equal to the cold damage dealt.
Immutable Form. The golem is immune to any spell or effect
that would alter its form.
Magic Resistance. The golem has advantage on saving
throws against spells and other magical effects.
Magic Weapons. The golem's weapon attacks are magical.
,,

Ice Troll 5 Actions


Large Giant, Chaotic Evil 1,800 xp Multiattack. The troll makes three attacks: one with its bite
and two with its claws.
Armor class Hit points Speed Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
30 ft. Hit: 1d6+4 piercing damage.
16 84
(natural armor) (8d10+40) Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 2d6+4 slashing damage.
STR DEX CON INT WIS CHA
18 (+4) 13 (+1) 20 (+5) 7 (-2) 9 (-1) 7 (-2)

Skills: Perception +1
Damage Immunities: cold
Senses: darkvision 60 ft., passive Perception 11
Languages: Giant
Challenge: 5 (1,800 xp)
Damage Vulnerability. fire
Keen Smell. The ice troll has advantage on Wisdom
(Perception) checks that rely on smell.
Regeneration. The troll regains 10 hit points at he start of its
turn. If the troll takes acid or fire damage, this trait doesn't
function at the start of the troll's next turn. The troll dies only if
it starts its turn with 0 hit points and doesn't regenerate.,,
Korred 4 Actions
Small Fey, Chaotic Neutral 1,100 xp Club. Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 1d4+4 bludgeoning damage.
Armor class Hit points Speed Rock. Ranged Attack: +7 to hit, range 20/60 ft., one target.
30 ft. Hit: 1d6+4 bludgeoning damage.
13 36
(6d6+12) Animated Hair. As a bonus action, a korred can cause its
long hair to reach out and interfere with all adjacent
creatures-tugging at clothes and weapons, tangling feet and
STR DEX CON INT WIS CHA arms, tickling, and generally making a nuisance of itself. The
korred can choose which adjacent targets are affected,
19 (+4) 17 (+3) 14 (+2) 12 (+1) 14 (+2) 13 (+1) these targets are at Disadvantage on attacks against the
korred.
Save Throws: Dex +6
Stone Stride. As an action, the korred may step into any
Skills: Perception +5, Stealth +6 stone at least as large as itself and instantly teleport to any
other appropriately sized stone within 30 feet. The korred
Damage Resistances: bludgeoning, slashing, and piercing from may then continue its movement as normal.
nonmagic weapons that are not cold iron
Stunning Laugh. 3/day, as a bonus action, the korred can
Senses: darkvision 30 ft., passive Perception 15 unleash a strange laugh that stuns all creatures within a 30-
Languages: Iobarian, Sylvan ft. radius for 1 rounds (DC 12 Constitution negates). This is
sonic, mind-affecting effect. Fey are immune to this ability.
Challenge: 4 (1,100 xp)
,,

Ooze, Carnivorous Crystal 9 Actions


Medium Ooze, Unaligned 5,000 xp Pseudopod. Melee Weapon Attack: +11 to hit, reach 5 ft.,
one target.
Hit: 7d8+6 slashing damage plus Crystallize.
Armor class Hit points Speed
10 ft., climb 10 ft. Razor Sharp. The ooze's pseudopod attacks deal
5 144 devastating slashing damage and critical hit on a 19 or 20.
(16d8+64)
Subsonic Hum. As a bonus action, the ooze gives off a
supernatural sonic vibration. Any living creature starting its
STR DEX CON INT WIS CHA turn within 60 ft. must succeed at a DC 15 Con save or be
stunned for 1 round. A creature that saves cannot be
22 (+6) 1 (-5) 18 (+4) - (-5) 1 (-5) 1 (-5) affected by the same ooze's hum for 24 hours.

Save Throws: Con +9


Skills: athletics +0 (climbing only), stealth +0 (adv. in rocky
environs)
Damage Resistances: re, piercing and slashing from
nonmagical weapons that aren't adamantine
Damage Immunities: cold, lightning
Condition Immunities: blinded, charmed, deafened,
exhaustion, frightened, prone
Senses: blindsight 60 ft., passive perception 5
Languages: -
Challenge: 9 (5,000 xp)
Damage Vulnerabilities: sonic, bludgeoning
Brittle. A critical hit that deals bludgeoning or sonic damage
causes the crystal to split, creating two identical copies, each
with half the creature's current HP.
Crystallize. A creature hit by the ooze must make a DC 15
Con save or become restrained by the ooze's crystal.
Thereafter, the creature must make a DC 15 Con save each
round or become incapacitated also. If an incapacitated
creature fails the save , it becomes petrified. A petrified victim
shatters in 1d4 hours and a new carnivorous crystal emerges
from the remains.,,
Redcap 6 Actions
Small Fey, Neutral Evil 2,300 xp Multiattack. Redcaps can attack with both their scythe and
their boot stomp each round.
Armor class Hit points Speed Scythe. Melee Weapon Attack: +7 to hit, reach 5 ft., one
60 ft. target. Hit 2d4+8 slashing damage.
19 64
(natural) (8d6+32) Boot Stomp. Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit 2d4+8 bludgeoning damage.
STR DEX CON INT WIS CHA
18 (+4) 19 (+4) 18 (+4) 16 (+3) 13 (+1) 15 (+2)

Skills: acrobatics +7, stealth +7


Damage Resistances: bludgeoning, slashing, and piercing from
nonmagic weapons that are not cold iron
Senses: darkvision 30 ft., passive Perception 11
Languages: Aklo, Common, Giant, Sylvan
Challenge: 6 (2,300 xp)
Heavy Weapons. A redcap can wield weapons with the
Heavy descriptor without Disadvantage.
Irreligious. Bitter and blasphemous, redcaps cannot stand the
symbols of good-aligned religions. If a foe spends an action
presenting such a holy symbol, any redcap that can see the
creature must make a DC 12 Wisdom save or become
frightened for 1 minute and attempt to flee.
Red Cap. While wearing its cap, a redcap gains +4 damage
on all rolls and heals 3 hit points at the start of each of its
turns.,,

Rider's Mount 2 Actions


Huge Beast, Unaligned 450 xp Ram. Melee Weapon Attack: +6 to hit, reach 10 ft., one
target.
Hit: 2d6+5 bludgeoning damage.
Armor class Hit points Speed
60 ft. Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one
15 54 prone creature.
(natural armor) (6d12+12) Hit: 4d8+5 bludgeoning damage.

STR DEX CON INT WIS CHA


20 (+5) 16 (+3) 14 (+2) 10 (0) 14 (+2) 10 (0)

Skills: Perception +4
Senses: passive Perception 14
Languages: Giant Elk, understands Skald, Elvish, and Sylvan
but can't speak them
Challenge: 2 (450 xp)
These creatures serve as mounts for Baba Yaga's Three
Riders. Originally these magnificent beasts were giant elks
captured by a cold rider. When the cold rider is elevated to
one of the Three Riders, their giant elk gains additional
strength and power.
Charge. If the elk moves at least 20 feet straight toward a
target and then hits it with a ram attack on the same turn, the
target takes an extra 2d6 damage. If the target is a creature,
it must succeed on a a DC 15 Strength saving throw or be
knocked prone. If the creature is knocked prone the elk may
immediately make an attack with its hooves as a bonus
action.
Air Walk. A Rider's Mount in under the effect of a permanent
air walk spell, except that it can move at full speed, even
when changing elevation. This spell cannot be dispelled,
though it will cease to function in an anti-magic field.,,
Svathurim 11 Actions
Huge Humanoid, Chaotic Evil 7,200 xp Multiattack. A svathurim can attack with his lance and two
hooves.
Armor class Hit points Lance. Melee Weapon Attack: +14 to hit, reach 20 ft., one
prone target. Hit 2d6+9 bludgeoning damage.
29 154
(+4 armor, +2 shield, +2 dex, +10 natural) (14d10+70) Hooves. Melee Weapon Attack: +14 to hit, reach 10 ft., one
prone target. Hit 1d8+9 bludgeoning damage.
Speed
Trample. Melee Weapon Attack: +14 to hit, reach 5 ft., one
50 ft. prone target. Hit 3d10+9 bludgeoning damage.

STR DEX CON INT WIS CHA


29 (+9) 17 (+3) 20 (+5) 10 (0) 14 (+2) 11 (0)

Save Throws: Str, +14, Con +10


Skills: acrobatics +14, perception +7
Damage Immunities: cold
Senses: darkvision 60 ft., passive Perception 17
Languages: Giant, Skald
Challenge: 11 (7,200 xp)
Breastplate, longbow, lance, shield +1
Vulnerable to fire.
Trampling Charge. If the svathurim moves at last 20 feet
towards its target and then hits with his lance attack on the
same turn, that target must succeed on a DC 19 Strength
save or be knocked prone. If the target is prone, the
svathurim can make one trample attack against it as a bonus
action.
Skyrunner. The svathurim an run across open air as if it were
a solid surface.,,

War Hydra 7 Actions


Huge Monstrosity, Unaligned 2,900 xp Multiattack. The hydra makes as many bite attacks as it has
heads.
Armor class Hit points Speed Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one
30 ft., swim 30 ft. target.
15 175 Hit: 1d10+5 piercing damage.
(natural armor) (15d12+75)
Breathe Weapon (Recharge 5-6). Each of the war hydra's
heads can breathe freezing air in a 15 ft.-cone for 3d6 cold
STR DEX CON INT WIS CHA damage (DC 14 Dex save for half).
21 (+5) 16 (+3) 22 (+6) 6 (-2) 15 (+2) 13 (+1)

Damage Immunities: cold


Languages:
Challenge: 7 (2,900 xp)
Damage Vulnerabilities: fire
Hold Breath. The hydra can hold its breath for 1 hour.
Multiple Heads. The hydra has 7 heads. While it has more
than 1 head, it has advantage on saving throws vs. blindness,
charm, deafened, fear, stun, or unconsciousness. When it
takes more than 25 damage in a single turn, a head dies. If
all heads die, it dies. At the end of its turn, it grows two head
unless it took fire damage since its last turn. It regains 10 HP
for each head regrown.
Reactive Heads. For each head beyond one, it gets an extra
reaction that can be used only for opportunity attacks.
Wakeful. While the hydra sleeps, at least one of its heads is
awake.,,
Witch Tree 10 Actions
Huge Plant, Chaotic Evil 5,900 xp Multiattack. The witch tree makes 4 tendril attacks.
Tendril. Melee Weapon Attack: +13 to hit, reach 15 ft., one
Armor class Hit points Speed target. Hit: 3d6+8 bludgeoning damage, and the target is
30 ft. grappled and will take 3d6+8 damage per round until they
23 154 escape the grapple.
(natural armor) (14d12+56)
Rock. Ranged Weapon Attack: +13 to hit, range 60/180 ft.,
one target. Hit 4d10+9 bludgeoning damage. The witch tree
STR DEX CON INT WIS CHA must have at least one tendril free (not grappling) to use this
ability.
26 (+8) 9 (-1) 19 (+4) 14 (+2) 15 (+2) 18 (+4)

Save Throws: acrobatics +13


Damage Resistances: bludgeoning, piercing, electricity, re
Senses: passive Perception 12
Languages: Common, Abyssal, Aklo, Giant, Sylvan
Challenge: 10 (5,900 xp)
Witch trees are created by taking a sapling that has the spark
of potential to become a treant and watering it at least once a
week with the blood of warm-blooded creatures of at least
medium size and of greater than animal intelligence
(Intelligence of 3 or higher).
False Appearance. While the witch tree remains motionless,
it is indistinguishable from a normal tree.
Siege Monster. The witch tree deals double damage to
objects and structures.,,

Witch re 9 Actions
Medium Undead, Chaotic Evil 5,000 xp Incorporeal Touch. Melee Weapon Attack: +10 to hit, reach
5 ft., one target. Hit: 8d6 fire damage plus witchflame.
Armor class Hit points Speed Witchflame Bolt. Ranged Attack: +11 to hit, range 60 ft., one
fly 50 ft. target. Hit: 8d6 fire damage plus witchflame.
23 120
(deflection) (10d8+70) Witchflame. Any creature damaged by the witchfire's
incorporeal touch and witchflame bolt must succeed on a
DC 19 Wisdom save or become engulfed in sickly green
STR DEX CON INT WIS CHA flames as if effected by the faerie fire spell and becomes
poisoned. The victim also gains vulnerability to fire. This
- (-5) 22 (+6) - (-5) 17 (+3) 16 (+3) 25 (+7) effect persists for 10 minutes and can only be extinguished
before this duration by a remove curse or wish spell. Any
Save Throws: Dex +10, Wis +7 creature entering or passing through the same square as
witchflame, or attacking the witchfire or a creature affected
Skills: Intimidate +11, Stealth +10, Perception +7 by witchflame with a melee attack must succeed on a DC 19
Wisdom save or become likewise affected, even if the attack
Damage Resistances: bludgeoning, piercing, or slashing from would have missed or have done no damage.
magic weapons
Innate Spellcasting. The witchfire's innate spellcasting ability
Damage Immunities: necrotic, poison, bludgeoning, piercing, is Charisma (spell save DC 19, +11 to hit with spell attacks).
or slashing from nonmagical weapons It can innately cast the following spells, requiring no material
components:
Condition Immunities: charmed, exhaustion, frightened,
grappled, paralyzed, petri ed, poisoned, prone, restrained At will: dancing lights, disguise self, minor illusion (sound
Senses: darkvision 60 ft., passive Perception 17 only)
1/day: conjure undead (spell slot 6, 2 will-o-wisps)
Languages: Auran, Common, Giant
Challenge: 9 (5,000 xp)
Incorporeal Movement. The witchfire can move through other
creatures and objects as if they were difficult terrain. It takes
1d10 force damage if it ends its turn inside an object. The
creature passed through must make a DC 16 Wisdom save
or be affected by witchflame.,,
Zima Volk 4 Actions
Large Monstrosity, Neutral Evil 1,100 xp Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 2d6+6 piercing damage. If the target is a creature, it
must succeed on a DC 15 Strength saving throw or be
Armor class Hit points Speed knocked prone.
15 108 Cold Breath (Recharge 5-6). The Zima Volk exhales a blast
(natural armor) (12d10+36) of freezing wind in a 15-foot cone. Each creature in that
area must make a DC 15 Dexterity saving throw, taking 8d8
cold damage on a failed save, or half as much damage on a
STR DEX CON INT WIS CHA successful one.
20 (+5) 14 (+2) 16 (+3) 10 (0) 14 (+2) 10 (0)

Skills: Perception +5, Stealth +3


Damage Immunities: cold
Senses: passive Perception 15
Languages: Common, Giant, Winter Wolf
Challenge: 4 (1,100 xp)
The Zima Volk are the pack leaders of groups of winter
wolves. They are slightly larger and smarter than their more
common cousins, but their most distinguishing feature is that
they have on brown eye and one ice blue eye.
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.

Zombie, Hoarpanther 1 Actions


Medium Undead, Neutral Evil 200 xp Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit 1d4+4 slashing damage.
Armor class Hit points Speed Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
40 ft., climb 20 ft. Hit 1d6+4 piercing damage.
17 20
(natural) (4d8)

STR DEX CON INT WIS CHA


18 (+4) 21 (+5) - (-5) - (-5) 10 (0) 10 (0)

Save Throws: dexterity +7, wisdom +2


Skills: acrobatics +6, stealth +7
Damage Immunities: poison
Condition Immunities: poisoned
Senses: darkvision 60 ft., passive Perception 10
Languages:
Challenge: 1 (200 xp)
Pounce. If the hoarpanther moves at least 20 feet straight
toward a creature and then hits it with a claw attack on the
same turn, that target must succeed on a DC 14 Strength
saving throw or be knocked prone. If the target is prone, the
hoarpanther can make one bite attack against it as a bonus
action.
Undead Fortitude. If damage reduces the zombie to 0 hit
points, it must make a Constitution saving throw with a DC of
5 + the damage taken, unless the damage is radiant or from
a crircial hit. On a success, the zombie drops to 1 hit point
instead.,,
Iantor 9 Actions
Large Dragon, Neutral Evil 5,000 xp Multiattack. Iantor makes three attacks: two claw attacks
and one bite attack.
Armor class Hit points Speed Bite. Melee Weapon Attack: +14 to hit, reach 5 ft., one
30 ft., fly 60 ft. target.
20 156 Hit: 2d6+10 piercing damage.
(natural armor 7) (12d8+96)
Claw. Melee Weapon Attack: +14 to hit, reach 5 ft., one
target.
STR DEX CON INT WIS CHA Hit: 1d8+10 slashing damage.
30 (+10) 17 (+3) 26 (+8) 19 (+4) 22 (+6) 19 (+4) Breath Weapon (Recharge 6). Iantor can exhale 30-ft. cone
of cold for 12d6 points of cold damage and has a DC 17
Save Throws: Str +14, Dex +7, Con +12, Wis +10 Dex save for half.
Skills: Athletics +14 (climb only), Stealth +7, Perception +10 Destructive Harmonics (Recharge 6). Iantor can project a
blast of sonic energy in a 30-ft. radius. All creatures within
Damage Resistances: thunder the area of effect take 8d6 thunder damage (Con DC 14 for
Damage Immunities: cold half).
Condition Immunities: paralysis, sleep
Senses: blindsight 100 ft., passive Perception 20
Languages: Aquan, Auran, Draconic, Triaxian (can't speak)
Challenge: 9 (5,000 xp)
Sightless. Iantor is immune to gaze attacks, visual effects,
illusions, and attacks relying on sight.
Protection from Sonics. Iantor has advantage on saving
throws to avoid thunder damage. He takes no damage on a
successful save.,,

Kokogiak 12 Actions
Huge Magical Beast, Neutral Evil 8,400 xp Multiattack. A kokogiak makes seven attacks: six claw
attacks and one bite attack.
Armor class Hit points Speed Bite. Melee Weapon Attack: +15 to hit, reach 20 ft., one
40 ft., burrow 20 ft., target.
19 180 Hit: 2d6+10 piercing damage.
(natural 8) (15d10+90)
climb 20 ft., swim
Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one
20 ft. target.
Hit: 2d6+10 slashing damage.
STR DEX CON INT WIS CHA
Blizzard Breath (Recharge 5-6). A kokogiak can exhale 60-
31 (+10) 13 (+1) 22 (+6) 13 (+1) 14 (+2) 16 (+3) ft. cone of cold for 8d6 points of cold damage and has a DC
16 Dex save for half. Any creature damaged by this attack
must then make a DC 16 Con save or gain one level of
Save Throws: Str +15, Dex +11, Wis +7 exhaustion.
Skills: Athletics +15, Perception +7, Deception +7, Stealth +6
Forlorn Gaze. As an action the kokogiak can lock eyes on a
(Adv. in snow) target within 60 ft. to fascinate teh creature. A DC 15 Wis
Damage Immunities: cold, illusions save negates this effect. Creatures that fail see the kokogiak
as a friend in need and the kokogiak can comple the
Senses: darkvision 60 ft., passive Perception 17 creature to move toward it. The kokogiak has advantage on
Languages: Aquan, Common attacks against the creature. Taking damage breaks the
effect.
Challenge: 12 (8,400 xp)
Innate Spellcasting. The kokogiak's innate spellcasting
Ice Walker. A kokogiak takes no penalty to speed or on ability is Wisdom (spell save DC 15, +7 to hit with spell
athletics or stealth checks in snowy or icy terrain. It can walk attacks). It can innately cast the following spells, requiring
across snow crusts or thin ice without breaking through and no material components:
can choose not to leave tracks when moving in this type of
terrain. At will: fog cloud
3/day: major image
Penetrating Sight. A kokogiak's sigt is not affected by its own
fog cloud spell-like ability. In addition, a kokogiak does not
take any penalties on Perception checks while its snowing.
Sound Imitation. A kokogiak can mimic any voice or sound it
has heard by making a successful Deception check against a
listener's passive Insight.,,
Akhlut 13 Actions
Huge Magical Beast, Neutral 10,000 xp Bite. Melee Weapon Attack: +16 to hit, reach 10 ft., one
target. Hit: 4d8+10 piercing damage plus 3d6 cold damage
and the target is grappled (escape DC 20).
Armor class Hit points Speed
40 ft., swim 60 ft. Swallow Whole. if the akhlut begins the round with an
20 198 opponent grappled it can swallow the creature inflicting
(natural 8) (18d10+90) 2d8+10 bludgeoning damage plus 4d6 cold damage each
round. The creature's interior is has an AC of 19 and 18 HP.
STR DEX CON INT WIS CHA Innate Spellcasting. The akhlut's innate spellcasting ability is
Wisdom (spell save DC 18, +8 to hit with spell attacks). It
31 (+10) 15 (+2) 20 (+5) 4 (-3) 15 (+2) 6 (-2) can innately cast the following spells, requiring no material
components:
Save Throws: Str 15, Con +11
1/day: control weather
Skills: Athletics +16, Perception +8, Stealth +8
Damage Resistances: bludgeoning, slashing or piercing non-
magical weapons
Damage Immunities: cold
Senses: darkvision 60 ft., passive Perception 18
Languages: Aquan (cannot speak)
Challenge: 13 (10,000 xp)
Damage Vulnerabilities: fire
Savage Bite. The akhlut's bite critical hits on a roll of 18-20.
Shore Storming. As a bonus action, an akhlut transforms into
an orca when fully immersed in water, losing its legs and fur.
Likewise, on land it transforms into its wolf-orca hybied form.
Snow Vision. An akhlut can see perfectly well in snowy
conditions and does not take any penalties on Perception
checks in snowy weather.
Snow Walking. An akhlut can walk on snow or thin ice as
though affected by water walk. It only leaves a trail on such
surfaces when it wants to.,,

Ice Elemental, Elder 9 Actions


Huge Elemental, Neutral 5,000 xp Multiattack. The ice elemental makes two slam attacks.
Slam. Melee Weapon Attack: +15 to hit,reach 15 ft., one
Armor class Hit points Speed target.
20 ft., burrow (ice Hit: 2d10+10 bludgeoning plus 2d8 cold damage.
20 160
(natural 5) (16d10+64)
and snow only) 20 Numbing Cold. When an ice elemental deals cold damage,
that creature must succed on a Con save (DC 15) or be
ft., swim 60 ft. incapacitated for one round.

STR DEX CON INT WIS CHA


30 (+10) 20 (+5) 19 (+4) 10 (0) 11 (0) 11 (0)

Save Throws: Str +15, Dex +10, Con +9


Damage Resistances: bludgeoning, piercing, and slashing
Damage Immunities: cold
Languages: Aquan
Challenge: 9 (5,000 xp)
Damage Vulnerabilities: fire
Ice Glide. A burrowing ice elemental can pass through
nonmagical ice and snow as easily as a fish swims through
water. Its burrowing leaves behind no tunnel or hole, nor does
it create any ripple or other sign of its presence. A control
water spell cast on an area containing a burrowing ice
elemental flings the elemental back 30 feet, stunning the
creature for 1 round unless it succeeds on a DC 12 Con
save.
Icewalking. An ice elemental can move across snowy and icy
surfaces without a movement penalty and do not need to
make Dexterity checks to avoid falling prone. The may climb
icy surfaces as if under the effects of the spider climb spell.
Snow Vision. An ice elemental can see perfectly well in
snowy conditions and does not take any penalties on
Perception checks in snowy weather.,
Frost Pudding 12 Actions
Gargantuan Ooze, Neutral 8,400 xp Pseudopod. Melee Weapon Attack: +13 to hit, reach 15 ft.,
one target.
Hit: 2d8+7 bludgeoning damage plus 4d8 cold and the
Armor class Hit points Speed creature is grappled (escape DC 17). In addition,
20 ft., climb 20 ft. nonmagical metal armor or shields worn by the target are
5 187 frozen and becomes brittle. If the target is struck again its
(17d8+102) armor shatters. Grappled creatures take 4d8 cold damage
each round.
STR DEX CON INT WIS CHA Split. When a pudding that is Medium or larger is subjected
to lightning or slashing damage, it splits into two new
24 (+7) 1 (-5) 22 (+6) - (-5) 1 (-5) 1 (-5) puddings if it has at least 10 hit points. Each new pudding
has hit points equal to half the original pudding's, rounded
Save Throws: Str +13, Con +12 down. New puddings are once size smaller than the original
pudding.
Damage Immunities: acid, cold, lightning, slashing acid dc 17
Condition Immunities: blinded, charmed, deafened,
exhaustion, frightened, prone
Senses: blindsight 60 ft., passive Perception 5
Languages: -
Challenge: 12 (8,400 xp)
Amorphous. The pudding can move through a space as
narrow as 1 inch wide without squeezing.
Intense Cold. A creature that touches the pudding or hits it
with a melee attack while within 5 feet of it takes 2d8 cold
damage. Any nonmagical weapon made of metal that hits the
pudding freezes and becomes brittle. If the weapon is used
again within 1 minutes it shatters.
Spider Climb. The pudding can climb difficult surfaces,
including upside down on ceilings, without needing to make
an ability check.,,

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