Naranzorig
Naranzorig is an exceptionally handsome man, but beneath the good looks is a shallow, abrasive personality. He often stares vacantly into the distance. He is perceptive and has good knowledge of survival in cold climates. He is fond of card games and rarely loses.
He does not express his gratitude for being rescued and will continue to be unappreciative of any help. However, he does know the location of the two lever rooms (4 and 5) required to access the frozen pool.
Ice Rats
Ice rats are cousins of giant rats that have adapted to live in freezing climates. They have white fur and piercing blue eyes. It is said that they have trace amounts of elemental ice in their blood.
Small beast, unaligned
Armor Class 12
Hit Points 13 (3d6 + 3)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
Damage: Resistances cold
Senses: darkvision 60 ft., passive Perception 10
Languages: —
Challenge: 1/4 (50 XP
Keen Smell. The rat has advantage on Wisdom (Perception) checks that rely on smell.
Ice Walk. The rat 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 moment.
ACTIONS
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Frost Breath (Recharge 6). The rat exhales a 15-foot cone of cold air. Each creature in that area must succeed on a DC 10 Dexterity saving throw, taking 5 (2d4) cold damage on a failed save, or half as much damage on a successful one.
Cold Legion Minion
The cold legion is an army of dwarf-like creatures that rose from Élivágar – the primordial rivers of ice. They worship Ymir, the first giant, and seek to extinguish all life from cold lands such as polar regions. As such they are only found in such climates. Soldiers in the cold legion are immortal, and those slain rises again by drawing on elemental energy from the icy lands. When the army moves, it unrelentingly destroys all settlements in its path through attrition. The advance of the horde has been halted in the past only through defeating its ranks in a single day, in fearsome battles at great cost of life, and then imprisoning the horde before midnight.
A cold legion minion is a small, lithe humanoid with pale blue skin and piercing blue eyes. They fight with two blades of ice, acting as skirmishers and harassers. When encountered in groups, one in every four minions will focus on throwing darts, allowing the others to shield it.
Small beast, unaligned
Armor Class 12
Hit Points 13 (3d6 + 3)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
8 (-1) | 14 (+2) | 12 (+1) | 8 (-1) | 12 (+1) | 8 (-1) |
Damage Resistances cold
Senses darkvision 60 ft., passive Perception 9
Languages Giant
Challenge 1/4 (50 XP)
Undying. The cold legion minion regains 9 hit points at midnight. The cold legion minion dies only if has 0 hit points at midnight and doesn’t regenerate.
Heat Sensitivity. While within 10 feet of a source of heat (the equivalent of a camp fire or warmer) the cold legion minion has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
ACTIONS
Multiattack. The cold legion minion makes two ice blade attacks or two ice dart attacks.
Ice Blade. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Ice Dart. Ranged Weapon Attack: +4 to hit, reach 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.