TEXT: EN World EN5idEr | Monstrous Menagerie: Chilling Foes
   
  writing Mike Myler
   color art Kim Van Deun
   
  editing James J. Haeck
   
  layout Eric Life-Putnam
  M
  onstrous Menagerie 
  presents 
  new 
  and 
  fantastic creatures with which 
  Game Masters of all levels of 
  experience can populate their 
  campaign worlds. The creatures 
  found within these pages may 
  be beneficent or malign, horrific 
  or wondrous, but all are sure to 
  astound your players. 
  With winter in full swing many 
  GMs bring wintry weather into 
  their games—strike terror and 
  give players a glorious story of 
  victory with the following chill-
  ing foes!
  Monstrous Menagerie
  CHILLING 
  FOES
  
  Monstrous Menagerie: Chilling Foes | EN World EN5idEr
  Open Game Content | The game rule information 
  in this article is designated Open Game Content. All other 
  material in this article, including maps and illustrations 
  (including illustrations in the public domain), in-character 
  and out-of-character narrative and descriptive text, 
  character and place names, trade dress, “EN Publishing,” 
  “EN World,” “EN5ider,” EN Publishing product 
  and article titles, and  EN World and EN Publishing 
  logos, are designated Product Identity.
  Íssax
  Large elemental, neutral
  Armor Class 15 (natural armor)
  Hit Points 114 (12d10+48)
  Speed 40 ft.
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   17 (+3) 
  16 (+3) 
  18 (+4) 
  6 (–2) 
  15 (+2) 
  6 (–2)
  Damage Vulnerabilities fire
  Damage Immunities cold, poison
  Condition Immunities exhaustion, paralyzed, petrified, 
  poisoned, restrained, unconscious
  Senses darkvision 120 ft., passive Perception 12
  Languages understands Aquan but cannot speak
  Challenge 7 (2,900 XP)
  Body of Jagged Ice. At the start of each of the íssax’s 
  turns, all creatures within 5 feet of it take 3 (1d6) pierc-
  ing damage plus 5 (1d6 + 2) cold damage. A creature 
  that touches the íssax or hits it with a melee attack 
  while within 5 feet of it takes 3 (1d6) piercing damage 
  plus 5 (1d6 + 2) cold damage.
  Destructive End. When the íssax is reduced to 0 hit 
  points from bludgeoning or slashing damage, it 
  explodes in a 10-foot-radius sphere of lethal ice shards. 
  Each creature in the area must make a DC 13 Dexterity 
  saving throw. A creature takes 7 (2d6) piercing damage 
  and 9 (2d6 + 2) cold damage on a failed save, or half as 
  much damage on a successful one.
  Walking Snowstorm. A snowstorm rages in a 20-foot 
  radius around the íssax’s form. It and other crea-
  tures within the storm have three-quarters cover, 
  except against attacks made by creatures within the 
  snowstorm. 
  Winter Step. The íssax ignores difficult terrain created 
  by ice or snow.
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  ACTIONS
  Multiattack. The íssax makes two attacks.
  Shard Limb. Melee Weapon Attack: +6 to hit, reach 5 ft., 
  one target. Hit: 17 (3d8 + 3) slashing damage plus 7 
  (2d6) cold damage, and the target’s speed is reduced 
  by 10 feet until the start of the íssax’s next turn.
  Ice Shard. Ranged Weapon Attack: +6 to hit, range 
  100/300 ft., one target. Hit: 17 (4d6 + 3) piercing dam-
  age plus 7 (2d6) cold damage, and the target’s speed 
  is reduced by 10 feet until the start of the íssax’s next 
  turn.
  On the snowy plains and elevations beyond hu-
  manity’s reckoning lurk spindly giants borne of 
  malice, hunters of the tundra seeking to cut down 
  anything that crosses their path. The few explorers 
  that have survived an encounter with one of these 
  creatures speak its name only in hushed whispers, 
  warning others of the íssax when travelers grow 
  light on the roads—monsters in the shapes of men 
  with bodies of sharp ice and hearts as cold as death. 
  Sages are unsure of how the icicle giants came to 
  be, the territories they wander, or even if they truly 
  exist at all, for to this day no íssax has ever been 
  captured alive. 
  Forvirskrípi 
  Tiny fey, chaotic evil
  Armor Class 17 (natural armor)
  Hit Points 165 (30d4 + 90)
  Speed 60 ft.
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   12 (+1) 
  20 (+5) 
  17 (+3) 
  15 (+2) 
  13 (+1) 
  13 (+1)
  Saving Throws dex +9
  Skills Nature +6, Perception +5, Stealth +9, Survival +5
  Damage Vulnerabilities fire
  Damage Immunities cold
  Condition Immunities exhaustion
  Senses darkvision 120 ft., passive Perception 15
  Languages Common, Sylvan
  Challenge 9 (5,000 XP)
  Dance of Disaster. By chaotically capering about for 10 
  minutes, the forvirskrípi unleashes one of the following 
  effects on a space it can see for as long as it continues 
  
  EN World EN5idEr | Monstrous Menagerie: Chilling Foes
  dancing. It must concentrate (as if it were concentrat-
  ing on a spell) to keep dancing.
  * Falling Ice. The forvirskrípi conjures fierce winds that 
  crash icicles onto an area with a 20-foot radius. All 
  creatures and objects in this area must make a DC 14 
  Dexterity saving throw, taking 9 (2d8) bludgeoning 
  damage plus 9 (2d8) piercing damage and fall prone, 
  or half as much damage on a successful one
  * Sinking Crevasse. The forvirskrípi isolates a snowy 
  hill and shifts the weight of it beneath the feet of 
  travelers, breaking open a fissure that swallows 
  everything nearby! The forvirskrípi chooses an area 
  with a 15-foot radius that it can see to place the 
  sinking crevasse. When a creature enters the area, 
  it must make a DC 14 Dexterity saving throw, falling 
  1d4 x 10 feet into the fissure on a failed save. At the 
  start of the forvirskrípi’s turn, the fissure widens 5 
  feet in all directions, to a maximum radius of 15 feet. 
  All creatures within the crevasse as it expands must 
  make a DC 14 Dexterity saving throw, taking 7 (2d6) 
  bludgeoning damage on a failed save. 
  * Snow Slide. The forvirskrípi shrieks at the top of its 
  lungs, causing an avalanche to roll through the area 
  in a 30-foot line that moves 30 feet downhill each 
  round at the end of the forvirskrípi’s turn. If the 
  avalanche touches a creature, it must make a DC 14 
  Strength or Dexterity saving throw (target’s choice). 
  On a failed save, it takes 2 (1d4) cold damage plus 
  5 (2d4) bludgeoning damage and is restrained as it 
  rolls down the hill with the snow. At the start of each 
  of its turns, a creature restrained by the avalanche 2 
  (1d4) cold damage plus 5 (2d4) bludgeoning damage. 
  As an action, it can make a DC 14 Dexterity check, 
  escaping the avalanche on a success. A creature 
  restrained in the avalanche when it stops moving is 
  buried, and takes 2 (1d4) cold damage at the start of 
  each of its turns until it or another creature makes a 
  successful DC 14 Strength check as an action to dig 
  itself out.
  Evasion. If the forvirskrípi is subjected to an effect that 
  allows it to make a Dexterity saving throw to take only 
  half damage, the forvirskrípi instead takes no damage 
  if it succeeds on the saving throw, and only half dam-
  age if it fails.
  ACTIONS
  Multiattack. The forvirskrípi throws three wicked 
  iceballs.
  Frenzied Dance (Recharges on a Short or Long Rest). 
  The forvirskrípi unleashes one of the effects of its 
  Dance of Disaster. The effect lasts as long as it concen-
  trates (as if it were concentrating on a spell), up to 1 
  minute.  
  Wicked Iceball. Ranged Weapon Attack: +9 to hit, range 
  50/100, one target. Hit: 6 (1d6+5) bludgeoning damage 
  plus 7 (2d6) cold damage and 7 (2d6) force damage. 
  REACTIONS
  Uncanny Dodge. When an attacker that the forvirskrípi 
  can see hits it with an attack, the forvirskrípi can use 
  its reaction to halve the attack’s damage against it.
  There is nothing more satisfying for a forvirskrípi 
  than to caper about mountaintops, dooming hik-
  ing travelers until winter comes and the urge for 
  chaos guides their accursed little hands to inflict 
  widespread suffering by plaguing whole regions 
  with natural disasters. Most kingdoms have stand-
  ing bounties for the mischievous fey’s furry, lanky, 
  crimson hides but their capriciousness is matched 
  only by their malevolence—hunters trek up the 
  slopes with full quivers and courageous hearts nev-
  er to return, losing the trail of their would-be prey 
  before being cut-off from escape by an avalanche or 
  rockslide. 
  Capturing or killing a forvirskrípi is a dire task 
  and appeasing them has saved several villages from 
  peril, though the creature’s fickle will can make 
  placating it just as difficult. Settlements able to af-
  ford it make offerings of all kinds, loading wagons 
  with rare goods and exotic gifts in hope of receiv-
  ing merciful safety. A maddened few seek out the 
  lairs of these fey knowing that there are treasures 
  aplenty in what’s left over after a forvirskrípi has 
  picked over a tribute—to the peril of anyone living 
  nearby. Whether or not it cared for what has been 
  taken, the wrath of a forvirskrípi that has been sto-
  len from knows no bounds.
  
  Monstrous Menagerie: Chilling Foes | EN World EN5idEr
  Hlaupa 
  Large beast, unaligned
  Armor Class 14 (natural armor)
  Hit Points 30 (4d10 + 8)
  Speed 40 ft., climb 15 ft.
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   15 (+2) 
  12 (+1) 
  14 (+2) 
  2 (–4) 
  11 (+1) 
  6 (–2)
  Skills Survival +3
  Damage Resistances cold
  Senses passive Perception 11
  Languages —
  Challenge 1 (200 XP)
  Charge. If the hlaupa moves at least 20 feet straight to-
  ward a target and then hits it with a tusk attack on the 
  same turn, the target takes an extra 3 (1d6) piercing 
  damage. If the target is a creature, it must succeed on a 
  DC 11 Strength saving throw or be knocked prone.
  Hard Stomach. The hlaupa can eat almost anything, 
  and has advantage on saving throws against poison.
  Relentless (Recharges after a Short or Long Rest). If 
  the hlaupa takes damage that would reduce it to 0 hit 
  points, it is reduced to 1 hit point instead.
  ACTIONS
  Hooves. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  prone creature. Hit: 7 (2d4 + 2) bludgeoning damage.
  Tusk. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 5 (1d6 + 2) piercing damage.
  Ivory tusks jut out from the drooling maw of this 
  large beast’s wide neck, its dark porcine eyes, 
  mighty antlers, and thick black hooves standing 
  out against the white fur covering its girthy body. 
  Small herds of hlaupa live on mountainsides where 
  predators can be scarce but plants—even snowed in 
  vegetation and alpine needles—are in abundance, 
  providing ample food regardless of the season. Most 
  “ice pigs” live in the wild but they are frequently the 
  domesticated beasts of choice for mountain towns, 
  usable as mounts, beasts of burden, sustenance in 
  harsh winters, means of disposing refuse, and even 
  for combat. 
  
  EN World EN5idEr | Monstrous Menagerie: Chilling Foes
  Knútadraugr 
  Medium undead, lawful evil
  Armor Class 15 (armor scraps, shield)
  Hit Points 52 (8d8 + 16)
  Speed 30 ft.
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   14 (+2) 
  14 (+2) 
  15 (+2) 
  9 (–1) 
  13 (+1) 
  5 (–3)
  Skills Perception +1, Stealth +4, Survival +1
  Damage Vulnerabilities bludgeoning
  Damage Immunities cold, poison
  Condition Immunities exhaustion, poisoned
  Senses darkvision 120 ft., passive Perception 11
  Languages understands all languages it knew in life but 
  can’t speak
  Challenge 2 (450 XP)
  ACTIONS
  Multiattack. The knútadraugr makes two longsword or 
  handaxe attacks, or uses its Chilling Glare and makes 
  one weapon attack.
  Chilling Glare. One creature able to see the knútadrau-
  gr must make a DC 12 Wisdom saving throw or become 
  frightened for 1d4 rounds. A creature can repeat the 
  saving throw at the end of each of its turns, ending 
  the effect on itself on a success. As a bonus action, 
  the knútadraugr can force a creature frightened by its 
  Chilling Glare to make another DC 12 Wisdom saving 
  throw. On a failure, the creature is frightened for an 
  additional 1d4 rounds and can no longer make saving 
  throws to end the effect at the end of its turn. On a 
  successful save, the effect ends. If the effect ends for 
  a creature, it is immune to the knútadraugr’s Chilling 
  Glare for the next 24 hours.
  Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one target. Hit: 6 (1d8 + 2) slashing damage.
  Handaxe. Ranged Weapon Attack: +4 to hit, range 
  20/60 ft., one target. Hit: 5 (1d6 + 2) slashing damage. 
  The knútadraugr has four hand axes.
  On the tundra dishonor can mean worse than a 
  smaller share of the spoils—dying in complete 
  dishonor is a fate that even the bravest hearts fear. 
  Cowards that die fleeing from battle may yet rise 
  again, their bones animated by an evil wyrd that 
  leaves them with enough of their minds to take foul 
  vengeance on the living by slaying their loved ones. 
  Knútadraugr still have the cunning of warriors, 
  waiting until the dead of night before stalking back 
  into their settlements and homes to make murder. 
  Iced blue flesh hanging from their skulls makes 
  them into disgusting parodies of mothers and fa-
  thers returning to the hearth to spill blood, were 
  the hollow gaze from their eye sockets and its bale-
  ful power not terrifying enough. e
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/EN World EN5ider/EN5ider 187 - Chilling Foes.pdf