Berg of the Frost Giants

Im Wasser: DC 10 Constitution saving throw on start of turn or gain 1 Exhaustion level.

18
20016d12 + 96
+10(20)
40 ft.burrow 30 ft., fly 80 ft., swim 40 ft.
MODSAVE
STR22+6+6
DEX10+0+5
CON22+6+6
MODSAVE
INT8-1-1
WIS12+1+6
CHA12+1+1

Skills Perception +11, Stealth +5

Immunities Cold

Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 21

Languages Common, Draconic

Traits


Ice Walk. The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, Difficult Terrain composed of ice or snow doesn’t cost it extra movement.

Legendary Resistance (3/Day, or 4/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead.

Actions


Multiattack. The dragon makes three Rend attacks.

Rend. Melee Attack Roll: +11, reach 10 ft. Hit: 13 (2d6 + 6) Slashing damage plus 4 (1d8) Cold damage.

Cold Breath (Recharge 5–6). Constitution Saving Throw: DC 19, each creature in a 60-foot Cone. Failure: 54 (12d8) Cold damage. Success: Half damage.

Legendary Actions


Legendary Action Uses. 3 (4 in Lair). Immediately after another creature’s turn, the dragon can expend a use to take one of the following actions. The dragon regains all expended uses at the start of each of its turns.

Freezing Burst. Constitution Saving Throw: DC 14, each creature in a 30-foot-radius Sphere centered on a point the dragon can see within 120 feet. Failure: 7 (2d6) Cold damage, and the target’s Speed is 0 until the end of the target’s next turn. Failure or Success: The dragon can’t take this action again until the start of its next turn.

Frightful Presence. The dragon casts Fear, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 14). The dragon can’t take this action again until the start of its next turn.

Pounce. The dragon moves up to half its Speed, and it makes one Rend attack.

15
14913d12 + 65
+2(12)
40 ft.
MODSAVE
STR23+6+6
DEX9-1-1
CON21+5+8
MODSAVE
INT9-1-1
WIS10+0+3
CHA12+1+4

Skills Athletics +9, Perception +3

Immunities Cold

Senses Passive Perception 13

Languages Giant

Actions


Multiattack. The giant makes two attacks, using Frost Axe or Great Bow in any combination.

Frost Axe. Melee Attack Roll: +9, reach 10 ft. Hit: 19 (2d12 + 6) Slashing damage plus 9 (2d8) Cold damage.

Great Bow. Ranged Attack Roll: +9, range 150/600 ft. Hit: 17 (2d10 + 6) Piercing damage plus 7 (2d6) Cold damage, and the target’s Speed decreases by 10 feet until the end of its next turn.

Bonus Actions


War Cry (Recharge 5–6). The giant or one creature of its choice that can see or hear it gains 16 (2d10 + 5) Temporary Hit Points and has Advantage on attack rolls until the start of the giant’s next turn.

15
10510d12 + 40
+2(12)
40 ft.climb 30 ft.
MODSAVE
STR22+6+9
DEX9-1-1
CON18+4+7
MODSAVE
INT9-1-1
WIS10+0+0
CHA11+0+0

Skills Athletics +9, Intimidation +3, Perception +3

Damage Immunities Cold

Senses Passive Perception 13

Languages Giant

Traits


Oncoming Storm. Wisps of stinging snow and icy winds surround the storm hurler. When an enemy concentrating on a power, a spell, or a similar effect starts their turn within 15 feet of the storm hurler, the enemy must succeed on a DC 15 Constitution saving throw or lose concentration.

Actions


Multiattack. The storm hurler makes two Ice Javelin attacks.

Ice Javelin. Ranged Weapon Attack: +9 to hit, range 120/360 ft., one target. Hit: 22 (3d10 + 6) piercing damage, and the target’s speed is reduced by 10 feet until the end of their next turn.

Slam. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage.

Flower of Frost (3/Day). The storm hurler throws up to three Medium ice javelins, each at an unoccupied space they can see within 300 feet of them. These spaces must be within 30 feet of each other. The javelins have AC 13, 10 hit points, and vulnerability to fire damage. At the start of the storm hurler’s next turn, any javelins with hit points remaining explode, showering icicles in a 20-foot radius. Creatures within the area of one or more explosions must make a DC 17 Dexterity saving throw. On a failed save, a creature takes 28 (8d6) cold damage and is restrained for 1 minute (save ends at end of turn). On a successful save, a creature takes half as much damage and isn’t restrained. Objects within this area take 28 (8d6) cold damage.

Reactions


Frozen Retribution. When a creature within 120 feet of the storm hurler misses them with a ranged weapon attack, the storm hurler can manipulate the storm surrounding them to freeze the projectile and hurl it back at the attacker as an Ice Javelin attack.

15
10510d12 + 40
+2(12)
40 ft.climb 30 ft.
MODSAVE
STR22+6+9
DEX9-1-1
CON18+4+7
MODSAVE
INT9-1-1
WIS10+0+0
CHA11+0+0

Skills Athletics +9, Intimidation +3, Perception +3

Damage Immunities Cold

Senses Passive Perception 13

Languages Giant

Traits


Crush Underfoot. When the wind sprinter enters a Medium or smaller enemy’s space, the enemy must choose to either fall prone or take 10 (3d6) bludgeoning damage. Each enemy can be affected by this trait only once per turn.

Oncoming Storm. Wisps of stinging snow and icy winds surround the wind sprinter. When an enemy concentrating on a power, a spell, or a similar effect starts their turn within 15 feet of the wind sprinter, the enemy must succeed on a DC 15 Constitution saving throw or lose concentration.

Actions


Multiattack. The wind sprinter makes two Ice Axe attacks.

Ice Axe. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 22 (3d10 + 6) slashing damage.

Rock. Ranged Weapon Attack: +9 to hit, range 60/240 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage.

Blizzard Surge (Recharge 5–6). The wind sprinter moves up to their speed in a straight line. At any point during this move, they can make up to three Ice Axe attacks against different creatures.

Reactions


Begone, Smallfolk! After a Medium or smaller creature makes an opportunity attack against the wind sprinter, the wind sprinter can make an Ice Axe attack against that creature.

11
216d6
+1(11)
30 ft.fly 30 ft.
MODSAVE
STR7-2-2
DEX13+1+1
CON10+0+0
MODSAVE
INT9-1-1
WIS11+0+0
CHA12+1+1

Skills Perception +2, Stealth +3

Vulnerabilities Fire

Immunities Cold, Poison; Exhaustion, Poisoned

Senses Darkvision 60 ft., Passive Perception 12

Languages Primordial (Aquan, Auran)

Traits


Death Burst. The mephit explodes when it dies. Constitution Saving Throw: DC 10, each creature in a 5-foot Emanation originating from the mephit. Failure: 5 (2d4) Cold damage. Success: Half damage.

Actions


Claw. Melee Attack Roll: +3, reach 5 ft. Hit: 3 (1d4 + 1) Slashing damage plus 2 (1d4) Cold damage.

Fog Cloud (1/Day). The mephit casts Fog Cloud, requiring no spell components and using Charisma as the spellcasting ability.

Frost Breath (Recharge 6). Constitution Saving Throw: DC 10, each creature in a 15-foot Cone. Failure: 7 (3d4) Cold damage. Success: Half damage.

11
10
+1(11)
30 ft.fly 30 ft.
MODSAVE
STR7-2-2
DEX13+1+1
CON10+0+0
MODSAVE
INT9-1-1
WIS11+0+0
CHA12+1+1

Skills Perception +2, Stealth +3

Damage Immunities Cold, Poison; Exhaustion, Poisoned

Damage Vulnerabilities Fire

Senses Darkvision 60 ft., Passive Perception 12

Languages Primordial (Aquan, Auran)

Traits


Death Burst. The mephit explodes when it dies. Constitution Saving Throw: DC 10, each creature in a 5-foot Emanation originating from the mephit. Failure: 4 Cold damage. Success: Half damage.

Actions


Claw (Group Attack). Melee Attack Roll: +3, reach 5 ft. Hit: 3 Slashing damage. If this attack was made by more than two Mephit, the target must succeed on a Constitution Saving Throw or their movement is halfed until the end of their next turn. The DC is 10 plus the number of minions who take eg. 5 Mephits who joined the attack.

(+5, *5): +8, 15 damage

17
18914d12 + 98
+2(12)
40 ft.
MODSAVE
STR25+7+11
DEX9-1-1
CON24+7+11
MODSAVE
INT9-1-1
WIS10+0+4
CHA12+1+1

Skills Athletics +11, Perception +4

Damage Immunities Cold

Senses Darkvision 60 ft., Passive Perception 14

Languages Giant, Common

Traits


Regeneration. Jarl Storvald regains 10 hit points at the start of his turn. If he takes acid or fire damage, this trait doesn’t function at the start of his next turn. Jarl Storvald dies only if he starts his turn with 0 hit points and doesn’t regenerate.

Legendary Resistance (3/Day). If Jarl Storvald fails a saving throw, he can choose to succeed instead.

Actions


Multiattack. Jarl Storvald makes two Giant Anchor attacks.

Giant Anchor. Melee Attack Roll: +11, reach 30 ft. Hit: 26 (3d12 + 7) Bludgeoning damage, or 30 (3d12 + 11) Bludgeoning damage while raging.

Explode Ice. Dexterity Saving Throw: DC 16, each creature in a 10-foot-radius Sphere centered on a point Jarl Strovald can see within 120 feet. Failure: 16 (3d10) Piercing damage and 7 (2d6) Cold damage, and the target starts its next turn in water. Success: Half damage, the target lands on ice next to the hole.

Bonus Actions


Rage (Short / Long Rest). Jarls Storvald enters a rage. The rage lasts for 1 minute or until he is incapacitated. While raging, Jarl Storvald gains the following benefits:

  • Jarls Storvald has advantage on Strength checks and Strength saving throws
  • When he makes a melee weapon attack, Jarl Storvald gains a +4 bonus to the damage roll.
  • Jarl Storvald has resistance to bludgeoning, piercing, and slashing damage.

Legendary Actions


Action 1: Every ally in 60 ft moves and makes one attack

Action 2: Summon 20 Ice Mephit

Action 3: Icicle Explosion 20 ft. DC 16 DEX Save 16 (3d10) cold 16 (3d10) piercing damage or halfed at success. Icicle Cloud around Storvald 1 min, 5 (1d10) cold 5 (1d10) piercing in 5 ft.

15
8118d8
+2(12)
30 ft.
MODSAVE
STR9-1-1
DEX14+2+2
CON11+0+0
MODSAVE
INT17+3+6
WIS12+1+4
CHA11+0+0

Skills Arcana +6, History +6, Perception +4

Gear Wand

Senses Passive Perception 14

Languages Common and any three languages

Actions


Multiattack. The mage makes three Arcane Burst attacks.

Arcane Burst. Melee or Ranged Attack Roll: +6, reach 5 ft. or range 120 ft. Hit: 16 (3d8 + 3) Force damage.

Spellcasting. The mage casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 14):

At Will:. At Will: Detect Magic, Light, Mage Armor (included in AC), Mage Hand, Prestidigitation 2/Day Each: Fireball (level 4 version), Invisibility 1/Day Each: Cone of Cold, Fly

Reactions


Protective Magic (3/Day). The mage casts Counterspell or Shield in response to the spell’s trigger, using the same spellcasting ability as Spellcasting.

Bonus Actions


Misty Step (3/Day). The mage casts Misty Step, using the same spellcasting ability as Spellcasting.

13
92d8
+0(10)
30 ft.
MODSAVE
STR13+1+1
DEX11+0+0
CON11+0+0
MODSAVE
INT8-1-1
WIS11+0+0
CHA8-1-1

Gear Chain Shirt, Spear

Senses Passive Perception 10

Languages Common

Traits


Pack Tactics. The warrior has Advantage on an attack roll against a creature if at least one of the warrior’s allies is within 5 feet of the creature and the ally doesn’t have the Incapacitated condition.

Actions


Spear. Melee or Ranged Attack Roll: +3, reach 5 ft. or range 20/60 ft. Hit: 4 (1d6 + 1) Piercing damage.

13
7510d10 + 20
+1(11)
50 ft.
MODSAVE
STR18+4+4
DEX13+1+1
CON14+2+2
MODSAVE
INT7-2-2
WIS12+1+1
CHA8-1-1

Skills Perception +5, Stealth +5

Immunities Cold

Senses Passive Perception 15

Languages Common, Giant

Traits


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 doesn’t have the Incapacitated condition.

Actions


Bite. Melee Attack Roll: +6, reach 5 ft. Hit: 11 (2d6 + 4) Piercing damage. If the target is a Large or smaller creature, it has the Prone condition.

Cold Breath (Recharge 5–6). Constitution Saving Throw: DC 12, each creature in a 15-foot Cone. Failure: 18 (4d8) Cold damage. Success: Half damage.

12natural armor
516d10 + 18
-140 ft.climb 40 ft.
MODSAVE
STR18+4+4
DEX13+1+1
CON16+3+3
MODSAVE
INT8-1-1
WIS12+1+1
CHA7-2-2

Skills Perception +3, Stealth +3

Damage Immunities Cold

Senses Darkvision 60 ft., Passive Perception 13

Languages Yeti

Traits


Fear of Fire. If the yeti takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn.

Keen Smell. The yeti has advantage on Wisdom (Perception) checks that rely on smell.

Snow Camouflage. The yeti has advantage on Dexterity (Stealth) checks made to hide in snowy terrain.

Actions


Multiattack. The yeti can use its Chilling Gaze and makes two claw attacks.

Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage plus 3 (1d6) cold damage.

Chilling Gaze. The yeti targets one creature it can see within 30 feet of it. If the target can see the yeti, the target must succeed on a DC 13 Constitution saving throw against this magic or take 10 (3d6) cold damage and then be paralyzed for 1 minute, unless it is immune to cold damage. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If the target’s saving throw is successful, or if the effect ends on it, the target is immune to the Chilling Gaze of all yetis (but not abominable yetis) for 1 hour.