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Cold Legion Veteran

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 veteran has grown larger and tougher than the legion minions. They have pale blue skin and piercing blue eyes. They fight with a Warhammer of ice which spreads frost against the foes it strikes. They ably command minions across the battlefield.

Medium elemental, neutral evil

Armor Class 13 (hide armor)
Hit Points 22 (4d6 + 8)
Speed 30 ft.

STRDEXCONINTWISCHA
7 (-2)15 (+2)12 (+1)2 (-4)10 (+0)4 (-3)

Damage Resistances cold
Senses darkvision 60′, passive perception 9
Languages Giant
Challenge 1/2 (100 XP)

Undying. The cold legion veteran regains 22 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

Ice Hammer. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) bludgeoning damage. If the target does not move on its following turn, it takes 1d8 cold damage.

Exhale the Frost Wind (1/day). Non-cold legion creatures within 5 feet of the veteran take 2 cold damage. Each cold legion minion within 30 feet of the veteran may move 10 feet if its speed is greater than 0.


Cold Legion Slinger

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 slinger is more closely related to giants than dwarves. They are the artillery of the legion, picking up chunks of earth or rocks and infusing them with elemental ice from their own frozen veins.

Medium elemental, neutral evil

Armor Class 13 (hide armor)
Hit Points 22 (4d6 + 8)
Speed 30 ft.

STRDEXCONINTWISCHA
7 (-2)15 (+2)12 (+1)2 (-4)10 (+0)4 (-3)

Damage Resistances cold
Senses darkvision 60′, passive perception 9
Languages Giant
Challenge 1/2 (100 XP)

Undying. The cold legion veteran regains 22 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

Ice Hammer. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) bludgeoning damage. If the target does not move on its following turn, it takes 1d8 cold damage.

Exhale the Frost Wind (1/day). Non-cold legion creatures within 5 feet of the veteran take 2 cold damage. Each cold legion minion within 30 feet of the veteran may move 10 feet if its speed is greater than 0.

Buckler Guardian

The buckler guardian is a lesser form of shield guardian often created by wizards to defend their towers. They are humanoid in shape, constructed from metal plates and brass gears, with a distinctive round shield on one arm. They do not need to sleep, drink or eat. A buckler guardian is magically linked to one locus, such as a vault or throne room. It cannot stray too far in pursuit of intruders, but can unerringly teleport back to its primary location.

Buckler guardians automatically attack creatures that it does not recognize as the location’s owner or people in their employ. If ownership of the location legally changes hands, the guardian is instantly aware of this. If the property has no legal ownership, such as an expired deed with no heir, the guardian stands dormant, only attacking to defend itself.

Medium construct, unaligned

Armor Class 15 (natural armor)
Hit Points 45 (6d8 + 18)
Speed 30 ft.

STRDEXCONINTWISCHA
17 (+3)8 (-1)17 (+3)6 (-2)10 (0)3 (-4)

Damage Resistances cold
Damage Immunities poison
Condition Immunities 
charmed, exhaustion, frightened, paralyzed, poisoned
Senses 
blindsight 10 ft., darkvision 60 ft., passive perception 10
Languages 
understands commands given in any language but can’t speak
Challenge 
2 (450 XP)

Bound. The buckler guardian is magically bound to a location. It cannot move further than 200 feet than that location, and becomes stunned if forced to do so. The buckler guardian can teleport to the centre of the location by concentrating for 1 minute.

Regeneration. The buckler guardian regains 2 hit points at the start of each its turn if it has at least 1 hit point.

ACTIONS

Multiattack. The guardian makes two fist attacks.

Fist. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) bludgeoning damage.

REACTIONS

Shield. When a creature makes an attack against the owner or creator of the location, or an agent representing them, the guardian grants a +1 bonus to the wearer’s AC if the guardian is within 5 feet of the wearer.

White Drakeling

Drakelings are small flying lizards that are distantly related to both drakes and dragons. A drakeling is the size of a crow and has needle-like teeth and sharp claws. Although usually found in flocks, lone drakelings can be encountered as pets or a spellcaster’s familiar.

White drakelings are native to arctic regions, and have white scales and translucent wings. When they roost in the roofs of caves, they look similar to icicles. They also use this camouflage on the hunt to blend into snow.

Tiny beast, unaligned


Armor Class 12 (natural armor)
Hit Points
 2 (1d4)
Speed 
20 ft., fly 40 ft.

STRDEXCONINTWISCHA
8 (-1) 13 (+1)10 (+0)3 (-4)11 (+0)6 (-2)

Senses passive Perception 10
Languages —
Challenge 
0 (10 XP)

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

ACTIONS

Bite.Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage.

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