TEXT: 1
   
  TEN MONSTERS TO RUIN 
  TEN MONSTERS TO RUIN 
  AN ADVENTURER’S DAY
  AN ADVENTURER’S DAY
  AND A FEW THINGS TO 
  AND A FEW THINGS TO 
  MAKE IT BETTER
  MAKE IT BETTER
  A VORPAL TALES 
  A VORPAL TALES 
  SUPPLEMENT  
  SUPPLEMENT  
  
  2
  Frostlands of Fenrilik
  Credits
  Credits
  Author: Shawn McNamara and Patrick Warren of Vorpal Tales
  Editor: Shawn McNamara
  Typesetting and Design: Shawn McNamara 
  Interior Art: 
  All other artwork courtesy Onyx Path Publishing.   
  This product was created under license. SCARRED LANDS and its logo, and Slarecian VAULT and its logo, are 
  trademarks of Onyx Path Publishing. All Scarred Lands setting material, art, and trade dress are the property of Onyx 
  Path Publishing. www.theonyxpath.com
  This work contains material that is copyright Onyx Path Publishing. Such material is used with permission under 
  the Community Content Agreement for “Slarecian Vault” Community Content. All other original material in this work 
  is copyright 2020 by Vorpal Tales and published under the Community Content Agreement for “Slarecian Vault” 
  Community Content.
  Designation of Product Identity: The following items are hereby designated as Product Identity in accordance with 
  Section 1(e) of the Open Game License, version 1.0a: Scarred Lands, Scarred Lands Player’s Guide, all proper nouns, 
  capitalized terms, artwork, maps, symbols, depictions, and illustrations, except such elements that already appear in the 
  System Reference Document or have been released as Open Game Content.
  Declaration of Open Game Content/Product Identity: All setting, layout, and design elements are hereby declared 
  Product Identity. All proper nouns, referenced NPCs, and elements of Scarred Lands provided via access to the “Slarecian 
  Vault” Community Content program are also hereby declared Product Identity. The text of all systems, charts, and rules 
  modifications are hereby declared Open Game Content in accordance with the Open Gaming License Version 1.0A 
  located on page 22 of this book.
  
  3
  Chapter One: Monsters to Ruin Days
  Excerpt from the journal of Naan D’Chuck of the Nine Deaths, Chef Knight Wanderer:
  The Nine Deaths remembers in his younger days when his older half-brother asked him to venture into the frozen 
  wastes of Fenrilik and setup the beginnings of one of his teahouses.  It was a harrowing adventure, but once nestled in 
  the market square of Kovokimru The Nine Deaths heard all manner of strange tales about the awful creatures that lay 
  wait in the dreadful snow-covered lands.  Tales of cubes that would eat a boat and vile fire lords that dwelled in the 
  depths.  The Nine Deaths wished to never leave the tea house.  They transferred out of there as soon as they could, never 
  looking back...until much later with a silvered sword.
  Chapter One:
  Chapter One:
  MOnsters tO ruin an 
  MOnsters tO ruin an 
  adventurer’s day
  adventurer’s day
  days ruined
  days ruined
  F
  enrilik is a dangerous place.  Stepping out one’s door 
  is an achievement in of itself.  Yet, it is safe to say that 
  Fenrilik is beautifully dangerous with its pristine snows, 
  glistening ice flows, and lumbering terrors that threaten 
  to take even the most mundane of days into the darkest 
  depths of utter terror.
  With that in mind, whether a resident in Kovokimru, or 
  an adventurer out on the wastes, each moment is graced 
  with the care and thought that the snow drift just upon the 
  rise could eat you, or the mountain off in the distance is a 
  slumber god that could wake at any moment. 
  Needless to say, any day - any moment for that matter - 
  could be one’s last, therefore special care should be taken 
  with as one treads through the Frostlands of Fenrilik.
  There are the commonly known monsters, as in, everyone 
  knows about a Crawling Glacier, or a Skerrai.  But what 
  about the monsters rarely seen, or only heard about in 
  stories.  Do the books and tomes consulted often ever 
  speak about a Misguide Mimic?  No?  Just the normal 
  ones?  Well then, perhaps it is best to always consult even 
  the weirdest tomes, or listen to those strange stories told 
  by the old out of work cobbler who just sits on his stoop 
  all day and gets drunk down in the tavern every evening. 
  Seek out the rumors and oddities that no one dares talk 
  about; that no one thinks to consider.  Sit down with the 
  crazed old woman who swore she saw and iceberg sink a 
  boat out on the lake.  Eye the wizened barkeep who was 
  once told a story about how the hot springs are kept warm 
  by an ancient creature even from before the Titanwar.
  These are the things to consider, the wild unknowns, 
  the strange gossips, the ludicrous notions if one hopes to 
  survive the Frostlands.  These are no common lands, even 
  by abnormal standards.  
  Herein lies a series of tales, a grouping of weird references 
  rarely found outside of the most unique tales or tomes. 
  These are the creatures villagers and the like are scarred to 
  tell about as they suspect no one will believe them.  Should 
  you meet one of these deadly creatures in the wild, make 
  sure every sword was sharpened the night before.  Take 
  care to polish the armor before going to bed.  Expend every 
  spell as if life itself depended upon it.  Be prepared to risk 
  everything to survive, not only the frostlands, but the strange 
  creatures that it bares.  These are no ordinary creatures.
  What follows are ten monsters that will completely ruin 
  the unprepared adventurer’s day...
  
  4
  Frostlands of Fenrilik
  Fenrilik FenneC 
  There is a legend that a family of ancient Vulpes migrated 
  to Fenrilik long ago and the first Eschek took care of 
  these creatures, and in exchange they worked as guides 
  and hunting companions. Well adapted to the tundra, few 
  visitors will ever see one of these creatures, but a skilled 
  hunter might be able, and even attempt to tame one.  
  Some tell the tale of an old ranger who had grown long 
  in the tooth.  He had ranged upon and down, hunting the 
  most deadly of beast keeping the nearby village safe.  One 
  day he happened upon one of these vulpes caught in a 
  trapper’s bear trap.  The hunter freed the fennec who was 
  happy to be free.  
  Yet the trapper was angry as he wanted the prize of the 
  fennec himself.  He struck the ranger when they were not 
  looking, and sought to kill him.  However the fennec returned 
  the ranger’s kindness by tearing the trapper’s throat out.
  The hunter ranged the rest of his days knowing he had 
  a friend watching, lurking in the woods, making sure he 
  was safe.  
  FENRILIK FENNEC
  FENRILIK FENNEC
  Medium beast, neutral
  Armor Class 14
  Hit Points 36 (6d6 + 12)
  Speed 40 ft., Burrow 15ft. (snow only)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1)
  18 (+4)
  14 (+2)
  10 (+0)
  18 (+4)
  12 (+1)
  Saving Throws Dex +6, Wis +6
  Skills Insight +6, Perception +6, Stealth +5, Survival 
  +6
  Damage Immunities cold
  Condition Immunities prone
  Senses Darkvision 60 ft., Tremorsense 15ft. passive 
  Perception 15
  Languages understands common but cannot speak.
  Challenge 1 (200 XP)
  Being of Snow. The Fennec seems to almost 
  become one with the surrounding terrain and has 
  advantage on all Dexterity (Stealth) checks to hide, 
  and may do so as a bonus action. Additionally, 
  attempts to track the Fennec are done at 
  disadvantage.  
  Keen Senses.  The Fennec has advantage on 
  Wisdom (Survival) checks to locate an object or 
  creature as long as they can establish a scent.
   
   
   
  Fenrilik Wildlife.  The Fennec has evolved to be at 
  home on this continent. It does not suffer the adverse 
  effects of extreme cold climates. 
   
  Pack Tactics. The Fennec has advantage on an 
  attack roll against a creature if at least one of the 
  Fennec’s allies is within 5 feet of the creature and the 
  ally isn’t incapacitated.
  ACTIONS
  Multiattack The Fennec can make two claw attacks. 
  If they both hit, it may immediately use a bite attack 
  as a free action. 
   
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  creature. Hit: 7 (1d8 + 2) piercing damage. 
   
  Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one creature. Hit: 6 (1d8 + 2) slashing damage. 
  
  5
  Chapter One: Monsters to Ruin Days
  Misguide MiMiC 
  Some individuals are good with dealing with their 
  problems directly; others let nature take its course.  Mimics 
  are no different.  While a typical mimic is content with 
  waiting and spring their trap upon unwary adventurers, 
  Misguide Mimics prefer to let nature do their dirty work 
  for them.  Often they will disguise themselves as a journal 
  giving vivid clues to safe havens, or act as a makeshift sign 
  pointing to safe harbor.  In reality, the mimic is merely 
  guiding the unwitting to a trap or precarious situation, thus 
  allowing the misguide mimic to ease in after the carnage 
  has taken affect and pick the corpses clean.  At the least, 
  misguiding adventurers allows the mimic to easily get the 
  drop on them, giving the misguide mimic the advantage.
  It is common for the Misguide Mimic to find its way to 
  part of a dungeon, just a few rooms or feet from a trap, or 
  very dangerous area.  The Misguide Mimic will post up 
  as a sign pointing to this area as a safe haven, or fall to the 
  ground as a torn note from a journal, or even a complete 
  journal itself, reciting how an adventurer had found 
  refuge in this area.  It will then lie in wait for an unwitting 
  wandering adventurer to read its pages, be compelled by 
  the misguide mimics naturally exuding assurances, and 
  follow the adventurer to their doom.  The Misguide Mimic 
  will then pick apart the adventurer as it has maimed itself 
  in a trap or bludgeoned by the club of an ogre.  
  MISGUIDE MIMIC
  MISGUIDE MIMIC
  Medium monstrosity (shapechanger), neutral
  Armor Class 12 (natural armor)
  Hit Points 32 (5d8 + 12)
  Speed 15 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1)
  12 (+1)
  15 (+2)
  12 (+1)
  13 (+1)
  8 (-1)
  Saving Throws Con +5, Int +3
  Skills Stealth +5
  Damage Immunities acid
  Condition Immunities prone, restrained 
  Senses Darkvision 60 ft., passive Perception 11
  Languages understands common but cannot speak.
  Challenge 1 (200 XP)
  Shapechanger. The mimic can use its action 
  to polymorph into an object or back into its true, 
  amorphous form. Its statistics are the same in each 
  form. Any equipment it is wearing or carrying is not 
  transformed. It reverts to its true form if it dies.  The 
  Misguide Mimic prefers the form of either signs or 
  journals, as to send unwitting adventures into nearby 
  danger.
  Persuasive. The directions that a Misguide Mimic 
  gives are incredibly persuasive, giving any creature 
  that reads its directions a compulsion to follow 
  them.  (Insight DC 13). Ability checks suspecting the 
  directions as disingenuous have disadvantage.
  False Appearance (Object Form Only). While the 
  mimic remains motionless, it is indistinguishable from 
  an ordinary object.
  Grappler. The mimic has advantage on attack rolls 
  against any creature grappled by it.
  ACTIONS
  Pseudopod. Melee Weapon Attack: +5 to hit, reach 5 
  ft., one target. Hit: (1d8 + 1) bludgeoning damage.
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: (1d8 + 1) piercing damage plus (1d8) acid 
  damage.
  
  6
  Frostlands of Fenrilik
  riMeatriCe
  The chicken is a hardy bird.  Even the frosts of Fenrilik 
  are not enough to abate this foul’s existence.  Chickens are 
  raised for both their meat and eggs.  However, sometimes 
  a foul or two gets free and roams the ice wastes managing 
  to peck and claw the few seeds and morsels that are to be 
  found buried in the less frozen dirt.  
  However, there are many foul things that are not a chicken 
  that roam the frozen wastes, and they corrupt in all manner 
  of ways.  Sometimes both a foul and the foul cross paths 
  and whatever such a result might end in for the chicken, 
  sometimes an egg gets laid there in the snow and ice.  The 
  foul corruption wraps itself around that egg and eldritch 
  things happen.  
  That egg will hatch into a most foul of foul.  Filled 
  with the chill of malice and the bitter avarice of knowing 
  nothing but corruption and cold all of its life, the creature 
  knows enough of its existence to wantonly seek to bite 
  and nibble anything it can get its beak into in order to 
  spread the corruption of cold the bore it to life.  Piercing 
  the darkness with its magically reflective eyes, it seeks 
  whatever prey it can find, digging in its sharp teeth made 
  of cold, corrupted ice.  
  A Rimeatrice is much like its cockatrice cousin, however, 
  the rimeatrice has a terrible bite that infects the wound with 
  the frozen foulness the rimeatrice has known all its life. 
  Instead of petrifying the victim the rimeatrice’s bite will 
  cause frostbite to set in with hardly a method to abate it. 
  Fanning out from the bite wound, the victim will slowly 
  be overcome with blackened, frostbitten flesh.  
  Its a fate that lasts a whole day.  The victim is just barely 
  alive enough to know the terror that is being frozen in 
  place.  Should anything brush against the frozen stature of 
  frostbitten flesh, sometimes those bits fall off.  This only 
  adds to the notion of returning to flesh with less than the 
  victim went in with.  
  Thus the old saying goes, “beware a chicken in the wild” 
  for it might not be a chicken at all.  Many an adventure 
  thinks to make quick coin by helping out a village who 
  might ask to do away with the cold foul menace.  However, 
  one should never under estimate the dreadful bite of the 
  Rimeatrice.  Quick and immune to the cold the birthed it, 
  some say that it can bite even fire to freeze it.  Though this 
  be an unfounded claim, more than one wizard has been 
  found frostbitten in the wastes in the at of their somatic 
  gestures some say were about to cast a fire-based spell.  
  Beware foul places of corruption.  Should you find an 
  egg in the snow, crush it beneath a boot, as it might just be 
  something most foul. Beware chickens in the wild.  
  RIMEATRICE
  RIMEATRICE
  Small monstrosity, unaligned
  Armor Class 15 (natural armor)
  Hit Points 33 (6d8 + 12)
  Speed 20 ft., fly 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  13 (+1)
  12 (+1)
  14 (+2)
  2 (-4)
  13 (+1)
  5 (-3)
  Saving Throws Con +5, Dex +3
  Senses Darkvision 60 ft., passive Perception 11
  Damage Immunities Cold
  Languages understands common but cannot speak.
  Challenge 2 (450 XP)
  ACTIONS
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  creature. Hit: (1d6 + 1) piercing damage. 
  The target must succeed on a DC 13 constitution 
  saving throw against being magically petrified via 
  frostbite.  On a failed save, the creature begins to turn 
  to become stiff as their body starts to become frozen 
  and is restrained. It must repeat the saving throw at 
  the end of its next turn. On a success, the effect ends. 
  On a failure, the creature is frostbitten and frozen in 
  place for 24 hours
  
  7
  Chapter One: Monsters to Ruin Days
  riMe Cube
  Along the shores where the fishing is good, as well as 
  deep in the Tobor Gorge where raft riding is common; there 
  is a tale of the ‘living iceberg’.  While some may debate 
  the notion of what is living, those that survive the tale can 
  tell of the creature not being an iceberg at all.
  Though a rare occurrence a gelatinous cube has been 
  known to find its way out of a dungeon.  Perhaps even a 
  piece of a crawling glacier breaks off and decides to do its 
  own thing.  Whatever the case may be, that cube finds its 
  way to the icy waters of Fenrilik.  Their naturally acidic 
  make up keeps them from freezing and eventually they 
  become used, even immune to, the cold.  
  The rime cube floats along swaying in the currents, carried 
  along with the drift much like an iceberg might be.  They 
  feed on the fish and other creatures in the water.  However, 
  the rime cube has a strange predilection for wood.  No one 
  is quite sure how they develop this strange taste, for lack 
  of a better term.  Just as a gelatinous cube knows that the 
  halls of a dungeon mean tasty morsels will soon come 
  around, the rime cube innately knows the hull of a boat 
  means tasty morsels are just within a pseudopod’s reach.
  Upon bumping into what it knows to be wood, the rime 
  cube will begin to secrete its acidic ‘drool’ burning through 
  the hull, often causing them to sink.  The creature will then 
  move against anything that falls into the water, engulfing 
  it, breaking it down with its chill acid.  The only thing that 
  seems to stave off the cube is, as the old saying goes, kill 
  it with fire.  
  RIME CUBE
  RIME CUBE
  Large ooze, unaligned
  Armor Class 19
  Hit Points 96 (12d10 + 52)
  Speed 15 ft., Swim 20 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2)
  16 (+3)
  20 (+5)
  1 (-5)
  6 (-2)
  1 (-5)
  Saving Throws Str +6, Con +7
  Condition Immunities Blinded, Charmed, Deafened, 
  Exhaustion, Frightened, Prone
  Damage Immunities Cold, Acid
  Damage Vulnerabilities Fire
  Senses Blindsight 60 Ft. (Blind Beyond This Radius), 
  passive Perception 8
  Challenge 8 (3900 XP)
  Ooze Cube. The cube takes up its entire space. 
  Other creatures can enter the space, but a creature 
  that does so is subjected to the cube’s Engulf and has 
  disadvantage on the saving throw.
  Creatures inside the cube can be seen but have total 
  cover.
  A creature within 5 feet of the cube can take an action 
  to pull a creature or object out of the cube. Doing so 
  requires a successful DC 15 Strength check, and 
  the creature making the attempt takes 18 (5d6) acid 
  damage.
  The cube can hold only one Large creature or up to 
  four Medium or smaller creatures inside it at a time.
  Translucent. Even when the cube is in plain sight, it 
  takes a successful DC 18 Wisdom (Perception) check 
  to spot a cube that has neither moved nor attacked. 
  The cube typically is only found in cold, frozen waters 
  and will appear as a piece of ice floating in the water.  
  The Rime Cube floats along until it bumps into a 
  creature or object (most likely a boat with creatures 
  on it).  It will immediately begin to engulf the object or 
  creature with its acid.  Its acid attack will immediately 
  start to burn through whatever touched the cube.  A 
  creature that tries to enter the cube’s space while 
  unaware of the cube is surprised by the cube.
  ACTIONS
  Pseudopod. Melee Weapon Attack: +8 to hit, reach 
  5 ft., one creature. Hit: 21 (6d6) damage; half the 
  damage is cold, the other acid.
  Engulf. The cube moves up to its speed. While doing 
  so, it can enter Large or smaller creatures’ spaces. 
  Whenever the cube enters a creature’s space, the 
  creature must make a DC 14 Dexterity saving throw.
  On a successful save, the creature can choose to 
  be pushed 5 feet back or to the side of the cube. A 
  creature that chooses not to be pushed suffers the 
  consequences of a failed saving throw.  On a failed 
  save, the cube enters the creature’s space, and the 
  creature takes 21 (6d6) acid damage and is engulfed. 
  The engulfed creature can’t breathe, is restrained, 
  and takes 30 (8d6) acid damage at the start of each 
  of the cube’s turns. When the cube moves, the 
  engulfed creature moves with it.  An engulfed creature 
  can try to escape by taking an action to make a 
  DC 15 Strength check. On a success, the creature 
  escapes and enters a space of its choice within 5 feet 
  of the cube.
  
  8
  Frostlands of Fenrilik
  pluMe lOrd
  Large civilizations are rare on Fenrilik as the cold winds and freezing temperature prevent complacency. The city of 
  Kovokimru seems to be the main exception and its formation can be credited in large part to Stazadlov, the wellspring. 
  Considered a sacred site, its waters warm the region, irrigate its farms, and nourish its people. It is the largest hot spring 
  on the surface of the continent.
  The citizens have never questioned why this wellspring sprung up, or what fuels it and keeps it hot year after year. 
  The most inquisitive have just assumed it’s a geothermal current deep underground that over the centuries has wormed 
  its warmth up to the surface. It is possible there might be a volcano below and in a thousand years it will erupt.
  The truth could not be more different, or more dangerous.
  The Titans think themselves the original beings, but before them were primordial essences. The progenitors of energy. 
  Ancient powers that lived, created, fell dormant, and became forgotten before the Titans were formed. One such being 
  exists deep beneath the ice of Fenrilik and has begun to be awoken.
  It is believed that a Plume Lord is what the Skerrai are so desperately looking for. Another cause for its awakening 
  could be the exploration and digging into the Tobor Gorge.
   
  PLUME LORD
  PLUME LORD
  Gargantuan elemental, neutral
  Armor Class 18 (natural armor)
  Hit Points 420 (20d20 + 220)
  Speed 40 ft., burrow 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  24 (+7)
  23 (+6)
  28 (+9)
  5 (-3)
  20 (+5)
  17 (+3)
  Saving Throws Str +14, Wis +12, Cha +10
  Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
  Damage Immunities Fire Poison
  Condition Immunities Charmed, Deafened, Exhausted, Frightened, Grappled, Paralyzed, Petrified, Poisoned, 
  Prone, Restrained
  Senses Darkvision 120 ft., Tremorsense 120ft., passive Perception 18
  Languages --
  Challenge 23 (50,000 XP)
  Empowered Attacks. The Plume Lord’s attacks are treated as magical for the purpose of bypassing resistance 
  and immunity to nonmagical weapons.
  Heat Aura. The Plume Lord gives off an immense warmth that prevents the manifestation of any cold magic 
  or magical items that produce cold effects. Additionally any creature with the Cold Dependent Trait is affected 
  adversely.
  Illumination. The Plume Lord sheds bright light for 30ft. And dim light for an additional 60ft. after that.
  Legendary Resistance (3/Day). If the Plume Lord fails a saving throw, he can choose to succeed instead
  Innate Spellcasting. The Plume Lord’s innate spellcasting ability is Constitution (spell save DC 22, +13 to hit 
  with spell attacks). It can innately cast the following spells, requiring no material components:
  At will: Heat Metal, Stone Shape, Wall of Fire
  3/day each: Bones of the Earth, Destructive Wave, Teleport
  
  9
  Chapter One: Monsters to Ruin Days
  Magic Resistance. The Plume Lord has advantage on saving throws against spells and other magical 
  effects.
  ACTIONS
  Multiattack. The Plume Lord makes two slam attacks, two boulder hurls, or a combination of the two.
  Slam.  Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) bludgeoning damage 
  plus 9 (3d6) fire damage.
  Boulder Hurl. Ranged Weapon Attack: +12 to hit, range 120ft., 5ft. radius based on a point. Hit: 27 (4d10 + 
  7) bludgeoning damage plus 9 (3d6) fire damage.
  Summon Elementals (1/Day). The Plume Lord summons up to three total fire & earth elementals and loses 
  30 hit points for each elemental it summons. Summoned elementals have maximum hit points, appear within 
  100 feet of The Plume Lord, and disappear if The Plume Lord is reduced to 0 hit points.
  LEGENDARY ACTIONS
  The Plume Lord can take 3 legendary actions, choosing from the options below. Only one legendary action 
  option can be used at a time and only at the end of another creature’s turn. The Plume Lord regains spent 
  legendary actions at the start of its turn.
  Move. The Plume Lord moves up to its speed.
  Shift Form (Costs 2 Actions). The Plume Lord can shift its body between molten lava and hardened rock. 
  This causes the Plume Lord’s AC to increase by +5 until it’s next turn at the cost of one it’s attacks on its 
  turn.
  Effusate (Costs 2 Actions). The Plume Lord expels magma out from itself in 15ft. In all directions. All 
  creatures must make a DC22 DEX saving throw or take 4d6 (12) fire damage and become restrained as the 
  magma quickly cools to become rock on a failed save. On a success a creature is not restrained and takes 
  half damage.
  LAIR ACTIONS
  On initiative count 20 (losing initiative ties), the Plume Lord takes a lair action to cause one of the following 
  effects; the Plume Lord can’t use the same effect two rounds in a row:
  Magma erupts from a point on the ground the Plume Lord can see within 120 feet of it, creating a 20-foot-
  high, 5-foot-radius geyser. Each creature in the geyser’s area must make a DC 15 Dexterity saving throw, 
  taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one.
  A tremor shakes the lair in a 60-foot radius around the Plume Lord. Each creature other than the Plume Lord 
  on the ground in that area must succeed on a DC 15 Dexterity saving throw or be knocked prone.
  A 20ft. Square becomes glassed and acts like the Grease spell
  
  10
  Frostlands of Fenrilik
  skerrai gardener
  When a skerrai is “successful” in fighting a blood gardener it will still usually die in this deadly contest, but a gardener 
  rarely has access in time to the corrective magic necessary to remove the larvae inside of it, and a Skerrai Gardener 
  is born. This amalgam of white fur, hard chitinous body, ape like head with a scorpion body is a true image of horror 
  from any creature’s nightmare. The need to grow and care for bloodfruit manifests itself as the Skerrai Gardener tends 
  to take care of the young until they mature. They are well equipped to take on a large group of enemies who might 
  threaten a nursery.
   
  SKERRAI GARDENER
  SKERRAI GARDENER
  Medium monstrosity, Neutral Evil
  Armor Class 16
  Hit Points 128 (19d10 + 20)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  22 (+6)
  18 (+4)
  22 (+6)
  18 (+4)
  16 (+3)
  18 (+4)
  Saving Throws Str +9, Wis +6, Cha +7
  Skills Insight +6, Intimidation +7, Perception +6
  Damage Resistances Psychic
  Damage Immunities Cold
  Senses Darkvision 120 ft., passive Perception 16
  Languages Abyssal, Draconic, Giant, Fenriliki, Primordial, Titan Speech; telepathy 120ft.
  Challenge 9 (5,000 XP)
  Implantation. On a successful sting attack against a creature, the skerrai may implant the target with a larval 
  skerrai, which burrows itself into the creature’s body, eating the host alive. The target must succeed on a DC 
  15 Constitution saving throw to overcome the larval infestation. On a failure, the target suffers 1d4 Constitution 
  loss after one minute, repeating that loss every minute thereafter until the host dies. A lesser restoration spell or 
  similar magic can end the infestation, though the caster must succeed on a DC 15 caster ability check (made 
  at disadvantage due to the larva’s magic resistance) to do so. Spells and magical effects that restore hit points 
  to the victim also require a DC 15 caster ability check to function while the larva is still infesting the target. If 
  the victim is reduced to 0 Constitution while infected, the larval skerrai bursts from its body and scurries to 
  safety. They become fully grown within a year. An average skerrai has 2d6 larva ready to inject, and their body 
  replenishes this larval stock in just over a week.
  Innate Spellcasting (Psionics). The skerrai’s innate spellcasting ability is Intelligence (spell attack +7, spell 
  save DC 15). They can cast the following spells, requiring no material components:
  At will: charm person, detect thoughts, mage hand, suggestion
  Magic Resistance. The skerrai has advantage on saving throws against spells and other magical effects.
  Sunlight Sensitivity. While in sunlight, the skerrai has disadvantage on attack rolls, as well as Wisdom 
  (Perception) checks that rely on sight.
  
  11
  Chapter One: Monsters to Ruin Days
  ACTIONS
  Multiattack. The skerrai makes one spear attack and one sting attack. Should both attacks hit, it may 
  immediately make a rend attack as a free action.
  Spear Melee or Ranged Weapon Attack. +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d6 + 3) 
  piercing damage, or 7 (1d8 + 3) if used with two hands
  Sting Melee Weapon Attack. +7 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.
  Rend Melee Weapon Attack. +7 to hit, reach 5 ft., one target. Hit: 12 (1d12 + 6) piercing damage.
  Mind Blast (Recharge 6). The skerrai discharges a wave of psionic energy in a 60-foot cone. Each creature 
  within the area must succeed on a DC 15 Wisdom save or be stunned for 2d4 rounds.
  Predatory Lullaby. As a bonus action the skerrai may softly sing its haunting song to those nearby. Creatures 
  within 30 ft of the skerrai must succeed on a DC 16 Wisdom save or fall into a deep magical slumber for one 
  hour. On a successful save, the creature is immune to the effects of the lullaby for 24 hours.
  
  12
  Frostlands of Fenrilik
  COrpse lOtus
  In the Frostlands, warmth is a precious commodity.  Some are willing to kill for it, and this notion extends to the very 
  plant life itself.  bursting through snow banks to find the sun, the corpse lotus is a wonder to gaze at with its glittering 
  petals.  It is so wondrous to look at, some might fall into a gaze.  This would be most unfortunate for the onlooker, as 
  the corpse lotus will creep closer, wrapping its vines around the victim and burrowing deep into the warmth of their 
  flesh attempting to take root.  
  CORPSE LOTUS
  CORPSE LOTUS
  Small plant, neutral
  Armor Class 14
  Hit Points 96 (12d6 + 60)
  Speed 30 ft., Burrow 20ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  22 (+6)
  12 (+1)
  20 (+5)
  16 (+3)
  12 (+1)
  10 (+0)
  Saving Throws Str +9, Con +8
  Damage Vulnerabilities Fire
  Damage Resistances Bludgeoning, Piercing
  Senses Tremorsense 60 ft., passive Perception 11
  Languages --
  Challenge 9 (5,000 XP)
  False Appearance. While the corpse plant remains motionless, it is indistinguishable from a normal plant.
  ACTIONS
  Multiattack.  The corpse lotus makes two slam attacks, or a gaze and a corpse burrow attack.
  Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 6) bludgeoning damage
  Gaze.  The lotus blossom glistens in the light of the day.  The sparkle is mesmerizing to those who look upon 
  it.  The corpse blossom choses the most vulnerable target and attempts a gaze attack.  The target must make a 
  DC14 constitution save or be incapacitated until the end of the corpse lotus’ next turn.  On a successful save the 
  target is not stunned
  Corpse Burrow. Melee Weapon Attack: +7 to hit, reach 5 ft., one incapacitated or grappled creature by the 
  corpse lotus. Hit: The target takes 30 (10d6) piercing damage. If this damage reduces the target to 0 hit points, 
  the corpse lotus kills the target by burrowing into its body and taking root in its warmth.
  
  13
  Chapter One: Monsters to Ruin Days
  riMe trOll
  Not all creatures in the wildness are feral and vicious.  Some can be down right civil if not approached with sword 
  drawn.  The rime troll is one such creature.  This shrewd individual learned the value of community in the feral frost 
  wilds.  More so, rime trolls develop a keen sense of commerce.  Rime trolls are a bit more uplifted than their standard 
  cousins in the mainland.  A rime troll will find a nice spot like a bridge or a narrow passageway and set up shop.  They 
  will charge a fee in order to pass.  Sometimes the rime trolls work in tandem with other rime trolls in a cooperative to 
  impress upon the toll payer that the toll taker means business.  The toll amount can be different every time, as the rime 
  troll factors in demeanor any accoutrements, time of day, etc. etc., in order to assess the value of the toll.
  RIME TROLL
  RIME TROLL
  Large giant, lawful neutral
  Armor Class 18 (natural armor)
  Hit Points 87 (8d10 + 40)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  13 (+1)
  20 (+5)
  16 (+3)
  12 (+1)
  15 (+2)
  Saving Throws Str +9, Con +8
  Skills Deception +3, Insight +1, Perception +2, Persuasion +4
  Damage Immunities Cold
  Damage Resistances Bludgeoning, Piercing from nonmagical weapons
  Senses Darkvision 60 ft., passive Perception 13
  Languages Common, Fenrilik, Giant
  Challenge 8 (3,900 XP)
  Good Deal.  The rime troll is always looking for the best deal (especially if it can benefit them).  The rime troll 
  gains advantage on all Deception, Insight, and Persuasion checks.
  Keen Smell. The rime troll has advantage on Wisdom (Perception) checks that rely on smell.
  Regeneration. The rime troll regains 15 hit points at the start of its turn. If the rime troll takes fire damage, this 
  trait doesn’t function at the start of the rime troll’s next turn. The rime troll dies only if it starts its turn with 0 hit 
  points and doesn’t regenerate.
  ACTIONS
  Multiattack. The rime troll makes three attacks: one with its bite and two with its claws.
  Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: (1d6 + 4) cold damage, and the target must 
  succeed on a DC 15 Constitution saving throw or be stunned until the end of the rime troll’s next turn.  On a 
  successful save the target is not stunned.
  Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: (2d6 + 4) cold damage.
  
  14
  Frostlands of Fenrilik
  living FrOst breath
  White dragons are not an uncommon site to behold lumbering through the sky in the high mountains to the north. 
  Often times adventuring parties will wander into these heights to face down the white dragon.  Should there be a magic 
  user in the midst of that party, there is a rare chance that a strange and terrifying magical event can happen.  In just the 
  correct moment, with both the dragon is spewing its breath, and the mage is casting its spells, and the stars are in the 
  proper alignment, a conjunction that horrifies both the dragon and the spellcaster can occur.  The magics of the mage 
  will meld with the breath of the dragon causing it to spring forth as a ‘living’ thing.  It is said that the breath weapon 
  with strike down all involved, even the dragon itself somehow not being immune to this new living terror.
  LIVING FROST BREATH
  LIVING FROST BREATH
  Large elemental, neutral
  Armor Class 15
  Hit Points 90 (12d10 + 24)
  Speed 0 ft., fly 90 ft. (hover)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2)
  20 (+5)
  14 (+2)
  6 (-2)
  10 (+0)
  6 (-2)
  Saving Throws Dex +9, Con +8
  Damage Immunities Cold Poison
  Damage Resistances  Lightning; Thunder; Bludgeoning, Piercing, and Slashing From nonmagical Attacks
  Condition Immunities Charmed, Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, 
  Restrained, Unconscious
  Senses Blindsight 60 Ft. (Blind Beyond This Radius)
  Languages --
  Challenge 10 (5,900 XP)
  Breath Form. The living frost breath can enter a hostile creature’s space and stop there. It can move through 
  a space as narrow as 1 inch wide without squeezing.  Other creatures can enter the space, but a creature that 
  does so is subjected to the living breath weapon’s Lingering Breath Weapon.  Creatures inside the living frost 
  breath can be seen but have half cover.
  Piercing Cold.  The breath weapon’s cold attacks affect even those creatures who might be immune to cold.
  ACTIONS
  Lingering Breath Weapon.  The living frost breath moves up to its speed. While doing so, it can enter Large or 
  smaller creatures’ spaces. 
  Creatures caught within the space occupied by the living frost breath are subject to the lingering breath weapon 
  damage of the living breath weapon.  Each creature in that area must make a DC 19 Constitution saving throw, 
  taking 18 (6d6) cold damage (always based on half the living frost breath’s hit dice) on a failed save, or half as 
  much damage on a successful one.
  A creature can move out of the living frost breath’s occupied space without penalty, however is still subject to 
  Opportunity Attacks should the creature move out of the living front breath’s reach.
  
  15
  Chapter One: Monsters to Ruin Days
  FrOstbitten MuFFler
  Being stranded in the frostlands without shelter or supplies can be an unpleasant experience.  Sometimes it is so 
  unpleasant, a creature will die frostbitten to the core.  And well, sometimes when this happens, some creatures are just 
  so unsettled by the experience, they get angry about it.  Those creatures, through sheer will of hate, rise as frostbitten 
  mufflers - their tongues frozen brittle and broken off, or more so, their whole jaw just gone.  These creatures died in 
  horrifying silence, and their hate and rage manifests as a field of eerie silence that stretches out in an aura around the 
  lumbering creature.
  FROSTBITTEN MUFFLER
  FROSTBITTEN MUFFLER
  Medium undead, chaotic evil
  Armor Class 14
  Hit Points 64 (8d8 + 24)
  Speed 20 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  9 (-1)
  17 (+3)
  11 (+0)
  10 (+0)
  8 (-1)
  Saving Throws Str +6, Con +8
  Damage Immunities Cold, poison
  Damage Resistances necrotic
  Senses Darkvision 60 ft., passive Perception 10
  Languages -- 
  Challenge 5 (1,800 XP)
  Aura of Silence. Any creature that starts its turn within 30 ft. of the frostbitten muffler is as if under the 
  conditions of the Silence spell; no sound can be created within or pass through a 30-foot-radius sphere 
  centered on frostbitten muffler. Any creature or object entirely inside the sphere is immune to thunder 
  damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component 
  is impossible from within the aura.  Any creature that ends its turn within the aura must make a DC 16 
  Constitution save or take one point of Exhaustion.  Creatures that continue to remain within the aura have to 
  make the DC 16 Constitution check at a +2 for each round they remain within the aura, moving up a level in 
  the Exhaustion chart for each failure of the save.
  Turn Defiance. The frostbitten muffler has advantage on saving throws against effects that turn undead.
  ACTIONS
  Multiattack. The frostbitten muffler makes two attacks with its claws.
  Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (2d6 + 3) slashing damage. If the target is 
  a creature other than an undead, it must succeed on a DC 14 Constitution saving throw or be paralyzed for 1 
  minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a 
  success.
  
  16
  Frostlands of Fenrilik
  Excerpt from the journal of Naan D’Chuck of the Nine Deaths, Chef Knight Wanderer:
  During The Nine Death’s time in Fenrilik, they remember how something as simple as a warm day could bring happiness 
  to the heart.  More so, there often were things the could be found in the wake of a giant crawling glacier that might be 
  of interest either to sell or to simply display in that tavern as a talking piece.  
  Further still, there were some rewards that were most precious indeed; a potion to warm the heart, or a artifact of 
  ancient power from the Titanwar.  The Frostlands holds many a beast to ruin a day, but also great wonders to make 
  it better.
  Chapter twO:
  Chapter twO:
  a Few things 
  a Few things 
  tO Make days better
  tO Make days better
  better days ahead
  better days ahead
  F
  enrilik is a dangerous place, this is true.  Sometimes one can step off their hearth only to find the town raided by 
  plunders and frost demons.  Other times it is just a normal day of laboring in the bitter cold.  However, on those rare 
  occasions the sun might shine brighter than usual, or one might find a bauble on the trail that might have an interesting 
  story behind it, giving it some value.
  It is these bright days that almost makes living a life in Fenrilik bearable.  The snow is ever-falling, and the ice is always 
  forming.  A great legendary adventurer may fall in the fields of the frozen and pass out of time’s memory.  But then one 
  day, the snow may melt off as a fortunate adventuring soul passes by only to discover that treasure trove of a corpse that 
  is this lost adventurer’s frozen grave.
  That ancient soul may from the dead to stave off any one from claiming their goods, but that is another matter entirely. 
  It is save to say that sometimes fortune smiles on the fortunate and there may be something to be claimed in that field of 
  snow or the dank icy cave just up ahead.
  What follows are a few trinkets that will brighten up a lucky adventurer’s day...
  
  17
  Chapter Two: Making Days Better
  ObjeCts in a Crawling glaCier
  ObjeCts in a Crawling glaCier
  One of the most feared creatures in Fenrilik is the Crawling Glacier.  Most of the time it rolls through remote villages 
  wiping them from the face of the land forever.  Other times they meander strangely through the land is if muddled and 
  amiss of direction.  In any case, it is possible to search its wake for oddities that the glacier has collected and let go 
  for whatever reason.
  Provided is a d20 Chart to roll on for objects that can be found in, or in the wake of, a Rolling Glacier. Roll 1d20 and 
  consult the following table:
  ObjeCts in a Crawling glaCier
  D20 ROLL 
  OBJECT
  1
  A Fell Deer antler that has dissolved into the shape of a crude frowning face
  2
  The shaft of a spear wrapped in leather
  3
  The thumb of an Eschek, with a sapphire star ring still on it
  4
  A perfectly preserved Bloodfruit
  5
  A manuscript that teaches how to make household furniture from iceworks
  6
  A crudely carved idol to the Ushada
  7
  A frost moth covered in ice with wings stretched out
  8
  The complete skeleton of a bird, and inside of that, the whole skeleton of a rat
  9
  A hooked hammer
  10
  A Gabrolin Head that once removed, utters its Piercing Scream once
  11
  A dagger made from a Wollahog tusk
  12
  An entire tent with several sleeping bags inside of it
  13
  Several ballista javelins
  14
  A Skerrai Tail, complete with stinger
  15
  Three dozen assorted wildflowers that miraculously have not withered or died
  16
  Frost Ring, that once removed, immediately makes the Glacier start to melt
  17
  A spellbook with the spells; Rupture, Ice Shards, and Fracture salvageable
  18
  A heavy icework chest filled with sapphires, opals, tanzanite worth 750gp
  19
  A large stone jar that is sealed with Arcane Lock. Inside are 2d10 larval skerrai
  20
  The heart of a Rime Witch, that if purified, melts into a potion that cures all levels of 
  exhaustion
  
  18
  Frostlands of Fenrilik
  shOes OF the tundra walker
  shOes OF the tundra walker
  Wonderous Item, uncommon
  While wearing these shoes, you are not encumbered or suffer any movement penalties walking through heavy snow 
  or harsh weather. Additionally, you can choose to leave behind untraceable tracks, so that you are harder to be hunted, 
  causing disadvantage on any Survival checks to follow you.
  pOtiOn OF iCeheart
  pOtiOn OF iCeheart
  Potion, very rare
  When you drink this potion, you freeze any negative condition affecting you until the proper magic or ritual can 
  be completed. This can include; poisons, diseases, curses, monster effects like chaos phage, and the incubation of 
  foreign objects like larval skerrai. Unfortunately the side effect is that you suffer one level of exhaustion that cannot 
  be removed by any means, and are unable to cast any spells. When you cure the negative effect, the potion’s effects 
  are resolved as well.
  This potion is clear and watery. The liquid is tinged sapphire blue, and there seems to be ice crystals forming in it. 
  The bottle the potion is contained is always frosted over and freezing to the touch.
  
  19
  Chapter Two: Making Days Better
  lOst arMOry OF gOlthagga
  lOst arMOry OF gOlthagga
  When the first refugees of the Divine War fled to Fenrilik, they did not come empty handed from their Titan deities. 
  It was hoped that a counterattack or re-staging could occur on Fenrilik and the tide of the Divine War might change. 
  Some of the best blacksmiths, blessed by Golthagga, were endowed to create weapons of terrible and ultimate power 
  to be wielded by mortal champions that would cut down thousands. 
  In the end the war was ended before these weapons could see the light of day and the refugees came to embrace the 
  harsh lands of Fenrilik as their home, and the weapons were lost to time and memory. That is, until now.
  sCOurge OF the untaMed One
  sCOurge OF the untaMed One
  Legendary Weapon (Spiked Chain), requires Attunement
  The grip is smoothed obsidian with a black onyx crossguard, engraved with storm clouds and lightning bolts. Each 
  individual chain link is copper, and as the chain is whipped from side to side, arcs of electricity seem to cascade down 
  its length. The blade at the end is cut jaggedly.
  The weapon gives an extra +1 to attack and damage rolls made with it. Successful attacks deal 2d4 piercing damage, 
  plus an additional 1d4 lightning damage and 1d4 thunder damage.
  This weapon has the ability to give its wielder the fury of Lethene and enter into a Rage. The weapon has three charges 
  that replenish at dawn. While raging, you gain the following benefits if you aren’t wearing heavy armor:
  You have advantage on Strength checks and Strength saving throws.
  When you make a melee weapon attack using Strength, you gain a +2 bonus to the damage roll.
  You have resistance to bludgeoning, piercing, and slashing damage.
  If you are able to cast spells, you can’t cast them or concentrate on them while raging.
  The raging winds of Lethene provide you with +10ft of movement while you wield this weapon.
  
  20
  Frostlands of Fenrilik
  the hunter’s ire
  the hunter’s ire
  Legendary Weapon (Longbow), Requires Attunement by a Non-Good Character
  Shaped and formed completely out of ice, this longbow was cut from the first glacier that formed on the continent 
  and iceworked by the first Escheks the loyal Titanspawn came into contact with and subsequently enslaved, pleasing 
  Hrinruuk
  Bond of Oblivion - Upon being attuned to this weapon, the bow dissolves and gives the appearance of frostbite to 
  the user allowing for the weapon to be hidden on their person, being able to not be noticed in a search for weapons. 
  Only a Wish spell or similar magic can end the bond.
  This magical longbow gives the user a +1 to attack and damage rolls made with it. Additionally when attacking, the 
  user may declare they are using one of the three traits available to them. They can hit the target with an arrow that 
  produces the effect of a Fog Cloud spell focused on the target, or the Silence spell focused on the target. Lastly, they 
  may forgo damage, but inflict the petrified condition as the user is covered in ice (DC 15 CON save). These can be 
  used once per day as long as each day you hurt someone with the bow.
  To give the bow its magical power, three names must be whispered to it. Those three names are marked for death, and 
  you must do everything in your power to hunt and kill them. When a name is killed, a new name must join the list.
  the Caldera hayMaker
  the Caldera hayMaker
  Legendary weapon (Cestus), Requires Attunement
  Molten Iron was pulled from the heart of a volcano to be shaped into this Cestus. The entire piece is the blackest of 
  wrought metal. In each knuckle segment there is black diamond carved to form the runes in Titan Speech spelling 
  out the name Thulkas
  Offspring of  Fire - While attuned to this weapon, you have a +1 to all attack and damage rolls made with it. 
  Additionally you do an extra 1d8 fire damage.
  You are also immune to the effects of extreme cold weather and have resistance to cold and fire damage.
  Once per a day you may cast the Conjure Elemental spell through the Cestus. When you do you are forced to conjure 
  a fire elemental. The spell works in the same way otherwise.
  
  21
  Chapter Two: Making Days Better
  blades OF the great siCkness
  blades OF the great siCkness
  Legendary weapons (Roundknives), Requires Attunement by a Rogue or Warlock
  This pair of blades is identical. The handles were cut from the stalks of the same Mantrap and the blades were shaped 
  from wyvern stingers. There are three buttons on the inside of the handle, and the blades glow iridescent with the 
  power of Chern. 
  These magical blades give a +1 bonus to attack and damage rolls as well as deal an additional 1d4 acid damage. 
  The three buttons coat the blades in three different poisons. Each poison coating lasts for one melee attack and is a 
  bonus action to activate. 
  The first button coats in basilisk blood. Upon a successful hit, the target performs a CON saving throw (DC 15) or 
  they are restrained as they start to turn to stone. At the end of their next turn they repeat the save and another fail 
  causes petrification. 
  The second button coats in purple worm venom. Upon a successful hit the target takes an additional 7d6 poison damage.
  The third button coats in green dragon bile. The target must make a DC 13 CON saving throw or be marked for 
  death. The target will die in 2 hours unless an antidote is administered or Lesser Restoration is cast. Pressing the 
  third button again coats the blade in the antidote. 
  The blades can be thrown. Once the blades land, they disappear in a green mist and teleport back to the users hands. 
  
  22
  Frostlands of Fenrilik
  Open gaMe liCense versiOn 1.0a 
  Open gaMe liCense versiOn 1.0a 
  The following text is the property of Wizards of the Coast, Inc. 
  and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All 
  Rights Reserved. 
  1. Definitions: (a)”Contributors” means the copyright and/or 
  trademark owners who have contributed Open Game Content; 
  (b)”Derivative Material” means copyrighted material including 
  derivative works and translations (including into other computer 
  languages), potation, modification, correction, addition, extension, 
  upgrade, improvement, compilation, abridgment or other form in 
  which an existing work may be recast, transformed or adapted; (c) 
  “Distribute” means to reproduce, license, rent, lease, sell, broadcast, 
  publicly display, transmit or otherwise distribute; (d)”Open Game 
  Content” means the game mechanic and includes the methods, 
  procedures, processes and routines to the extent such content does 
  not embody the Product Identity and is an enhancement over the 
  prior art and any additional content clearly identified as Open Game 
  Content by the Contributor, and means any work covered by this 
  License, including translations and derivative works under copyright 
  law, but specifically excludes Product Identity. (e) “Product Identity” 
  means product and product line names, logos and identifying 
  marks including trade dress; artifacts; creatures characters; stories, 
  storylines, plots, thematic elements, dialogue, incidents, language, 
  artwork, symbols, designs, depictions, likenesses, formats, poses, 
  concepts, themes and graphic, photographic and other visual or 
  audio representations; names and descriptions of characters, spells, 
  enchantments, personalities, teams, personas, likenesses and special 
  abilities; places, locations, environments, creatures, equipment, 
  magical or supernatural abilities or effects, logos, symbols, or 
  graphic designs; and any other trademark or registered trademark 
  clearly identified as Product identity by the owner of the Product 
  Identity, and which specifically excludes the Open Game Content; 
  (f) “Trademark” means the logos, names, mark, sign, motto, designs 
  that are used by a Contributor to identify itself or its products or the 
  associated products contributed to the Open Game License by the 
  Contributor (g) “Use”, “Used” or “Using” means to use, Distribute, 
  copy, edit, format, modify, translate and otherwise create Derivative 
  Material of Open Game Content. (h) “You” or “Your” means the 
  licensee in terms of this agreement. 
  2. The License: This License applies to any Open Game Content 
  that contains a notice indicating that the Open Game Content may 
  only be Used under and in terms of this License. You must affix such 
  a notice to any Open Game Content that you Use. No terms may be 
  added to or subtracted from this License except as described by the 
  License itself. No other terms or conditions may be applied to any 
  Open Game Content distributed using this License. 
  3. Offer and Acceptance: By Using the Open Game Content You 
  indicate Your acceptance of the terms of this License. 
  4. Grant and Consideration: In consideration for agreeing to use 
  this License, the Contributors grant You a perpetual, worldwide, 
  royalty-free, non-exclusive license with the exact terms of this 
  License to Use, the Open Game Content. 
  5. Representation of Authority to Contribute: If You are contributing 
  original material as Open Game Content, You represent that Your 
  Contributions are Your original creation and/or You have sufficient 
  rights to grant the rights conveyed by this License. 
  6. Notice of License Copyright: You must update the COPYRIGHT 
  NOTICE portion of this License to include the exact text of the 
  COPYRIGHT NOTICE of any Open Game Content You are copying, 
  modifying or distributing, and You must add the title, the copyright 
  date, and the copyright holder’s name to the COPYRIGHT NOTICE 
  of any original Open Game Content you Distribute. 
  7. Use of Product Identity: You agree not to Use any Product 
  Identity, including as an indication as to compatibility, except as 
  expressly licensed in another, independent Agreement with the owner 
  of each element of that Product Identity. You agree not to indicate 
  compatibility or co-adaptability with any Trademark or Registered 
  Trademark in conjunction with a work containing Open Game Content 
  except as expressly licensed in another, independent Agreement with 
  the owner of such Trademark or Registered Trademark. The use of 
  any Product Identity in Open Game Content does not constitute a 
  challenge to the ownership of that Product Identity. The owner of 
  any Product Identity used in Open Game Content shall retain all 
  rights, title and interest in and to that Product Identity. 
  8. Identification: If you distribute Open Game Content You must 
  clearly indicate which portions of the work that you are distributing 
  are Open Game Content. 
  9. Updating the License: Wizards or its designated Agents may 
  publish updated versions of this License. You may use any authorized 
  version of this License to copy, modify and distribute any Open Game 
  Content originally distributed under any version of this License. 
  10. Copy of this License: You MUST include a copy of this 
  License with every copy of the Open Game Content You Distribute. 
  11. Use of Contributor Credits: You may not market or advertise 
  the Open Game Content using the name of any Contributor unless 
  You have written permission from the Contributor to do so. 
  12. Inability to Comply: If it is impossible for You to comply with 
  any of the terms of this License with respect to some or all of the 
  Open Game Content due to statute, judicial order, or governmental 
  regulation then You may not Use any Open Game Material so affected. 
  13. Termination: This License will terminate automatically if You 
  fail to comply with all terms herein and fail to cure such breach 
  within 30 days of becoming aware of the breach. All sublicenses 
  shall survive the termination of this License. 
  14. Reformation: If any provision of this License is held to be 
  unenforceable, such provision shall be reformed only to the extent 
  necessary to make it enforceable. 
  15. Copyright Notice
  Open Game License v 1.0a © 2000, Wizards of the Coast, Inc.
  System Reference Document © 2000-2003, Wizards of the 
  Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, 
  Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce 
  R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on 
  original material by E. Gary Gygax and Dave Arneson.
  Original Spell Name Compendium © 2002 Necromancer Games, 
  Inc.; based on spells from the Player’s Handbook that were renamed 
  in the System Reference Document, found on the legal page of www.
  necromancergames.com.
  System Reference Document 5.1 Copyright 2016, Wizards of the 
  Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, 
  Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce 
  R. Cordell, Chris Sims, and Steve Townshend, based on original 
  material by E. Gary Gygax and Dave Arneson.
  Blood Bayou. © 2003 Onyx Path Publishing
  Burok Torn: City Under Siege. © 2002 Onyx Path Publishing
  Calastia: Throne of the Black Dragon. © 2002 Onyx Path 
  Publishing
  Creature Collection. © 2000, Onyx Path Publishing. 
  Creature Collection 2: Dark Menagerie. © 2001 Onyx Path 
  Publishing
  Creature Collection III: Savage Bestiary. © 2003 Onyx Path 
  Publishing
  Creature Collection Revised. © 2003 Onyx Path Publishing
  Hollowfaust: City of Necromancers. © 2001 Onyx Path 
  Publishing
  Hornsaw: Forest of Blood. © 2003 Onyx Path Publishing
  
  23
  OGL
  Mithril: City of the Golem. © 2001 Onyx Path Publishing
  Player’s Guide to Clerics and Druids. © 2003 Onyx Path 
  Publishing
  Player’s Guide to Fighters and Barbarians. © 2003 Onyx 
  Path Publishing
  Player’s Guide to Monks and Paladins. © 2003 Onyx Path 
  Publishing
  Player’s Guide to Rangers and Rogues. © 2003 Onyx Path 
  Publishing
  Player’s Guide to Wizards, Bards and Sorcerers. © 2003 
  Onyx Path Publishing
  Relics & Rituals. © 2001, Onyx Path Publishing
  Relics and Rituals 2: Lost Lore. © 2002 Onyx Path Publishing
  Scarred Lands Campaign Setting: Ghelspad. © 2002 Onyx 
  Path Publishing
  Scarred Lands Gazetteer:  Ghelspad. © 2001 Onyx Path 
  Publishing
  Secrets & Societies. © 2002 Onyx Path Publishing
  Serpent in the Fold: Serpent Amphora Cycle, Book I. © 2002 
  Onyx Path Publishing
  Scarred Lands Gazetteer: Termana. © 2002, Onyx Path 
  Publishing
  The Serpent and the Scepter: Serpent Amphora Cycle, Book 
  II. © 2002, Onyx Path Publishing
  The Serpent Citadel: Serpent Amphora Cycle, Book III. © 
  2003 Onyx Path Publishing
  Shelzar: City of Sins. © 2003 Onyx Path Publishing
  Strange Lands: Lost Tribes of the Scarred Lands. © 2004 
  Onyx Path Publishing
  Seas of Blood. © 2001 Mongoose Publishing
  Fading Suns: d20. © 2001 Holistic Design, Inc.
  Skull & Bones. © 2003 Green Ronin, Green Ronin Publishing; 
  Authors Ian Sturrock, T.S. Luikart, and Gareth-Michael Skarka
  Blood Sea: The Crimson Abyss. © 2004, Onyx Path Publishing
  The Divine and the Defeated. © 2001 Onyx Path Publishing
  The Penumbral Pentagon. © 2003 Onyx Path Publishing
  The Wise and the Wicked. © 2001 Onyx Path Publishing
  Vigil Watch: Secrets of the Asaatthi. © 2003 Onyx Path 
  Publishing
  Vigil Watch: Warrens of the Ratmen. © 2002 Onyx Path 
  Publishing
  Gauntlet of Spiragos. © 2014, Onyx Path and Nocturnal Media.
  Scarred Lands Player’s Guide. © 2016, Onyx Path and Nocturnal 
  Media. 
  Blood & Ink: Tattoo Magic © 2018, Travis Legge. 
  Blood Sea: The Crimson Abyss 5e © 2019 Onyx Path Publishing
  Yugman’s Guide to Ghelspad: Part Three © 2020 Onyx Path 
  Publishing 
  Yugman’s Guide to Ghelspad: Part  Four © 2020 Onyx Path, 
  LLC.
  Frostlands of Fenrilik © 2020 Travis Legge
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Scarred Lands/Slarecian Vault/Ten Monsters to Ruin an Adventurer's Day - And a Few Things to Make it Better.pdf