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5etools-mirror-2.github.io/data/bestiary/fluff-bestiary-idrotf.json
TheGiddyLimit 8117ebddc5 v1.198.1
2024-01-01 19:34:49 +00:00

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{
"name": "Aruk Thundercaller Thuunlakalaga",
"source": "IDRotF",
"entries": [
{
"type": "entries",
"entries": [
"Goliaths inhabit the Spine of the World, where their mettle is tested against orcs, ogres, frost giants, remorhazes, ice trolls, young white dragons, the treacherous mountain terrain, and the cruel indifference of nature."
]
}
]
},
{
"name": "Auril (First Form)",
"source": "IDRotF",
"_copy": {
"name": "Auril the Frostmaiden",
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"In her first form, Auril appears as a hunched, 7-foot-tall biped with the head of a snowy owl, black talons, cloven hooves, and grayish-white wolf fur covering her body from the neck down. Protruding from her feathery owl's head is a pair of curved goat horns. A cloak and cowl made of pristine white snow conceals much of her tripartite form, which her worshipers refer to as the Cold Crone. This cloak can transform into a pair of owl's wings when Auril sees fit."
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"Auril's second form, known to her worshipers as Lady Icekiss or the Brittle Maiden, is that of a 10-foot-tall woman of fearsome aspect made entirely of ice and frost. Her eyes burn with a cold blue light, and a thin cloak of mist forms around her. Blades of ice grow out of her body at odd angles, breaking off before they get too long. When she moves, her body crackles.",
"In this form, Auril creates weapons of ice with which to combat foes. These weapons are supernaturally resilient until Auril discards them, whereupon they break and melt like normal ice."
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"name": "Auril (Third Form)",
"source": "IDRotF",
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"Auril's third form, called Winter's Womb or the Queen of Frozen Tears by her most ardent followers, is a 3-foot-diameter ice diamond containing the god's divine spark. The diamond has facets and a sharp point at the bottom. It hovers in the air, radiating intense cold all around it. When Auril speaks, her voice seems to emanate from the heart of the diamond.",
"If Auril is killed in her third and final form, she is dead until the next winter solstice. While she is dead, her mortal worshipers lose their god-granted spells and abilities."
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"name": "Auril the Frostmaiden",
"source": "IDRotF",
"entries": [
{
"type": "section",
"name": "Auril the Frostmaiden",
"entries": [
"Auril the Frostmaiden is a neutral evil lesser god of cold indifference who embodies winter's cruelty. (For information on what defines a lesser god, see the \"{@book Divine Rank|DMG|1|Divine Rank}\" sidebar in the {@book Dungeon Master's Guide|DMG}.) Auril's beloved ice grasps all things in her clutches, preserving them against the ravages of time. She hoards beauty in all forms, from art objects and flowers to skilled artisans and their wondrous works, freezing them in magical ice for her pleasure alone.",
"Auril was aligned with the gods Talos, Umberlee, and Malar. Together they wrought terrible destruction, inspiring fear that compelled tribute to hold their power at bay. Umberlee, queen of the wrathful sea, grew to despise the enduring nature of the ice and snow Auril created. Umberlee seethed when Auril's frigid cold transformed her chaotic, unpredictable tides into rigid, motionless sheets of ice. Umberlee brought Talos and Malar into an alliance against Auril, who retreated to the coldest corner of Toril to escape their fury.",
"After a world-shaking event known as the Sundering, most of the gods withdrew from Toril, leaving mortals to govern their own fates without the gods' meddling, but the Frostmaiden could not stay away for long. Auril returned to her icy realm in the far north and, after a time, plunged it into frigid darkness using her magic.",
"Casting such great magic night after night while also granting spells to her devoted followers leaves Auril weak and vulnerable. In her self-inflicted weakened state, Auril is inclined to be cautious and avoid contact with other creatures that can harm her.",
"Auril's worshipers know better than to disturb her self-imposed isolation. Terrible blizzards have cut off Icewind Dale from the rest of the world, and a shroud of mist conceals her island in the Sea of Moving Ice.",
{
"type": "entries",
"name": "Roleplaying Auril",
"entries": [
"Portraying a deity, even a lesser god such as Auril the Frostmaiden, can be daunting. For roleplaying purposes, the following suggestions might prove helpful:",
{
"type": "list",
"items": [
"So long as she has mortal worshipers, Auril can't truly die (although the characters can rid the world of her for a time). Thus, she has no reason to capitulate to mortals' demands. As the embodiment of winter's cruelty, she is incapable of showing mercy or compassion. Play her as a supremely cold and unfeeling entity.",
"Have Auril speak only when necessary. The less she talks, the less risk you have of unintentionally demystifying her in the eyes of your players. Let her actions, not her words, define her.",
"Lesser gods in the D&D multiverse are extremely powerful and arrogant, but also fallible and blind to their own flaws. It's appropriate for Auril to act as though she's invincible while underestimating her mortal enemies, even in her current weakened state."
]
}
]
},
{
"type": "entries",
"name": "Lair Actions",
"entries": [
"Auril dwells on Solstice, a frozen island hidden among the titanic icebergs in the Sea of Moving Ice. Few creatures know of this island, let alone how to reach it. See {@adventure chapter 5|IDRotF|15} for information about the {@area regional effects|534|x} that encompass the island.",
"While she's on the island, the Frostmaiden can take one of the following lair actions on initiative count 20 (losing initiative ties):",
{
"type": "list",
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"Auril instantly knows the locations and health of all other creatures on the island. She knows how much damage each of these creatures has taken, how many levels of {@condition exhaustion} they have, and what conditions are affecting them currently.",
"Auril instantly teleports to any location on the island. If the space she chooses as her destination is already occupied, Auril appears in the closest unoccupied space to it instead.",
"Auril telepathically communicates with any number of creatures at once, provided they're all on the island. This effect lasts until Auril stops concentrating on it (as if concentrating on a spell) or until she leaves the island or uses a different lair action."
]
}
]
},
{
"type": "entries",
"name": "Auril's Three Forms",
"entries": [
"In her current weakened state, Auril can assume three different forms. To destroy her, heroes must reduce each of her forms to 0 hit points one after another. After she's defeated in her third and final form, Auril dies. As long as she has mortal followers who worship her, however, Auril is reborn at full strength during the next winter solstice, with divine power far beyond what is reflected in the stat blocks presented here.",
"After finishing a long rest, Auril regains any of her forms that were destroyed, provided at least one form survives. When she transitions from one form to another, she loses all the traits and actions of the old form and gains those of the new form.",
"A stat block is given for each of Auril's three forms. These descriptions do not reflect Auril at full power, but rather Auril as she is encountered in this adventure."
]
}
]
}
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{
"name": "Avarice",
"source": "IDRotF",
"entries": [
{
"type": "entries",
"entries": [
{
"type": "entries",
"entries": [
"Avarice is a cruel and vindictive tiefling trained in the arcane tradition of evocation. She likes using her magic to destroy things, and her hunger for magic items knows no bounds. Her supreme confidence means that she never backs down from a challenge, even when the odds are clearly stacked against her. Seeing other wizards as a threat, paranoia rules her life.",
"Avarice has been a member of the Arcane Brotherhood for almost two years. She fantasizes about rising to fame and prominence in record time and hopes that plundering the lost Netherese city of Ythryn will turn her fantasies into reality.",
"The tiefling has the secret support of the archdevil Levistus, having traded her soul years ago for her first taste of magical power. Levistus speaks to her in dreams and guides her path. Shortly after Avarice arrived in Ten-Towns, Levistus urged her to seek out the Black Sword. Avarice didn't know who or what the Black Sword was until she was approached by cultists of Levistus bearing swordlike shards of chardalyn worn as pendants around their necks. These self-styled Knights of the Black Sword offered her sanctuary in the keep of Caer-Dineval, where they are based. Although she doesn't trust the cultists, they treat her with more respect than anyone else does, and the keep is a safer location than most other places in Ten-Towns.",
{
"type": "entries",
"name": "Companions",
"entries": [
"Avarice has a pair of loyal {@creature Gargoyle||gargoyles} named Gargle and Gurgle who serve her as bodyguards and scouts. Avarice uses her {@spell Rary's telepathic bond} spell to stay in telepathic contact with her gargoyles before sending them off on any mission. Avarice also has the support of the Knights of the Black Sword, if she needs to call on their talents."
]
},
{
"type": "entries",
"name": "Familiar",
"entries": [
"Avarice's familiar throughout the adventure is a squawking raven named Skelm. It uses the {@creature raven} stat block in the {@book Monster Manual|MM} but is a fiend instead of a beast."
]
},
{
"type": "entries",
"name": "Spellbook",
"entries": [
"Avarice's spellbook has white leather covers and vellum pages. The tiefling's personal sigil is burned into the front cover. The book contains the spells Avarice has prepared plus the following additional spells: {@spell burning hands}, {@spell cone of cold}, {@spell find familiar}, {@spell ice storm}, {@spell lightning bolt}, {@spell rope trick}, {@spell thunderwave}, {@spell tongues}, {@spell wall of fire}, and {@spell wall of force}."
]
}
]
}
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}
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"title": "Avarice, her raven familiar, and her gargoyles"
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},
{
"name": "Awakened White Moose",
"source": "IDRotF",
"entries": [
{
"type": "entries",
"entries": [
"A white moose is attacking loggers in the forest near Lonelywood. The town's logging industry is essential to the growth and survival of Ten-Towns, and Speaker Nimsy Huddle has assured the other speakers that Lonelywood's \"moose problem\" will be dealt with in short order. Hunters have been dispatched to kill the moose, but it has eluded them so far. From what the hunters have seen, their prey is smarter than the average moose, and its white hide makes it hard to spot in the snow. What they don't know is that the moose is using a magic mirror as a scrying device to show it where its enemies are."
]
}
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{
"name": "Bjornhild Solvigsdottir",
"source": "IDRotF",
"entries": [
{
"type": "entries",
"entries": [
"It's unusual for a woman to lead a Reghed tribe, but Bjornhild is a most extraordinary woman. The fearless wife of the late King Korold, she fought alongside him in many battles. After a frost giant's mammoth companion slew Korold, the formidable Bjornhild took his place.",
"Bjornhild worships the Frostmaiden and is so ruthless that her enemies believe she has actual ice flowing through her veins. She has no living children that she knows of, but with Auril's blessing, she won't need any heirs to preserve her legacy. Bjornhild intends to live forever by demonstrating her unwavering faith in the Frostmaiden and becoming the Chosen of Auril.",
"As if she weren't fearsome enough, Bjornhild has a pet saber-toothed tiger named Grava."
]
}
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{
"name": "Chardalyn Berserker",
"source": "IDRotF",
"entries": [
{
"type": "entries",
"entries": [
{
"type": "entries",
"entries": [
"Chardalyn berserkers are Reghed nomads who wield weapons made of chardalyn, specifically ones suffused with demonic magic (see the {@adventure sidebar on Chardalyn|IDRotF|0|Chardalyn}). This exposure has transformed them into fiends. They shed their heavier protective clothing and embrace the frigid cold, allowing frostbite to ravage the exposed parts of their bodies, with only their faith in the Frostmaiden keeping them alive.",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Chardalyn Weapons",
"entries": [
"A chardalyn berserker wields one or more weapons made wholly or partly out of chardalyn that has been tainted by demonic magic. Battleaxes, flails, javelins, and spears are favored weapons, though other weapons are possible.",
"A character who claims one or more of these weapons can be corrupted by them. Each day at dawn, roll a {@dice d6} for each such weapon in the character's possession. On a roll of 1, the character must succeed on a DC 13 Charisma saving throw or become an evil NPC under the DM's control, unless the character is evil already. This alignment change can be undone by any magic that ends a curse, but after ten days, it can be reversed only by a {@spell wish} spell or divine intervention.",
"A creature wounded by one of these chardalyn weapons can feel a sudden sickness creep over them, but it passes quickly."
]
},
{
"type": "entries",
"name": "Chardalyn Madness",
"entries": [
"Prolonged contact with the demonic magic imprinted on the chardalyn has afflicted the berserker with a form of madness, causing the berserker to believe that its weapons are conduits through which it can speak to a demon lord or other dark power, as well as channel its rage. If the berserker's madness is cured using magic that removes the effects of madness, the berserker loses its Chardalyn Madness trait but retains its chaotic evil alignment and other qualities. Further exposure to the demonic magic causes the berserker's madness to return, however."
]
}
]
}
]
}
]
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{
"name": "Chardalyn Dragon",
"source": "IDRotF",
"entries": [
{
"type": "entries",
"entries": [
{
"type": "entries",
"entries": [
"This construct is fashioned from pieces of chardalyn (see the {@adventure sidebar on Chardalyn|IDRotF|0|Chardalyn}) that have been assembled in the form of a dragon. The only parts of the dragon not forged from chardalyn are its wing flaps, which are made of an oily film as tough as rubber, and its heart, which is an orb of pulsating, radiant energy. Demonic magic suffusing the chardalyn imbues the construct with malevolence, allowing it to enjoy the terror it causes. This effect extends outward from it, corrupting other creatures who get too close to the dragon. Those affected by the dragon's presence turn their efforts to helping the dragon inflict suffering on others.",
"A chardalyn dragon serves the tyrannical will of its evil creator\u2014a tireless drive devotion that exceeds its own instinct of self-preservation. Thus, the dragon will destroy itself in pursuit of its master's desires if necessary. The dragon likes to tear foes apart, as well as knock down doors and other structures. Against enemies it can't reach, it fires a beam of destructive radiance from its grill-like maw."
]
}
]
}
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{
"name": "Chimeric Cat",
"source": "IDRotF",
"entries": [
{
"type": "entries",
"entries": [
"The chimeric cat has antennae that grant it blindsight and tremorsense out to a range of 60 feet"
]
}
]
},
{
"name": "Chimeric Fox",
"source": "IDRotF",
"entries": [
{
"type": "entries",
"entries": [
"The white arctic foxes of Icewind Dale live in burrows and are acclimated to cold weather. They prowl the outskirts of Ten-Towns and nearby forests for food, hunting hares or stealing fish. These timid creatures avoid contact with humanoids, but they are sometimes used as mounts by chwingas."
]
}
]
},
{
"name": "Chimeric Hare",
"source": "IDRotF",
"entries": [
{
"type": "entries",
"entries": [
"Snowshoe hares are gentle herbivores that live in burrows throughout Icewind Dale. They have shorter ears than other hares and are acclimated to cold weather. Chimeric hares have feathered wings."
]
}
]
},
{
"name": "Chwinga",
"source": "IDRotF",
"entries": [
{
"type": "entries",
"entries": [
{
"type": "entries",
"entries": [
"A chwinga is a tiny elemental spirit that lives in plants, rocks, and rivers far from civilization. Those found in cold climates also live in ice and snow. Painfully shy, chwingas prefer to move about unseen.",
"Chwingas resemble 6-inch-tall animated dolls with mask-like faces, spindly limbs, and wild hair. Their appearance is sometimes foreshadowed by gentle breezes, the sweet smell of flowers, dancing fireflies, or snowflakes. They don't have names and cannot speak.",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Humanoid Fascination",
"entries": [
"Chwingas find the trappings of civilization fascinating. They puzzle over creatures that wear armor, carry weapons, use tools, and cook food. When a chwinga encounters one or more humanoids, its curiosity sometimes gets the better of it, and it follows them for a short time to observe them. If it takes a liking to a humanoid, a chwinga might use its cantrips to aid the creature, or it might bestow a magical gift before departing. The aspect that attracts a chwinga to a humanoid can take any form. In some cases, a chwinga might simply like the way a humanoid walks or the way it combs its hair. Other times, it might be smitten by a humanoid's ability to play music or to eat copious amounts of food."
]
}
]
},
{
"type": "entries",
"name": "Chwingas in Icewind Dale",
"entries": [
"Chwingas first appeared in the published adventure {@adventure Tomb of Annihilation|ToA} as creatures indigenous to the tropical peninsula of Chult. As spirits of the elements, however, they range far and wide. Large numbers of them came to Icewind Dale with immigrants from Chult and made new homes for themselves in and around Ten-Towns. Those that remained near civilization adopted the garb of their humanoid neighbors, creating miniature coats for themselves. They can sometimes be seen riding on arctic foxes or snowshoe hares. Others wandered into the tundra, changing their coloration to blend in with their surroundings.",
"Exposure to Auril's nightly aurora and the unnatural blizzards she creates can cause chwingas to behave unpredictably, even insanely."
]
},
{
"type": "entries",
"name": "New Chwinga Charms",
"entries": [
"This section describes several new charms that chwingas living in Icewind Dale or other cold regions can bestow using their Magical Gift action.",
{
"type": "list",
"columns": 2,
"items": [
"{@reward Charm of Biting Cold|IDRotF}",
"{@reward Charm of Bounty|IDRotF}",
"{@reward Charm of Cold Resistance|IDRotF}",
"{@reward Charm of Snowball Strike|IDRotF}",
"{@reward Charm of the Ice Troll|IDRotF}",
"{@reward Charm of the Snow Walker|IDRotF}",
"{@reward Charm of the Traveler's Haven|IDRotF}"
]
}
]
}
]
}
]
}
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{
"name": "Coldlight Walker",
"source": "IDRotF",
"entries": [
{
"type": "entries",
"entries": [
{
"type": "entries",
"entries": [
"Some humanoids who died from extreme cold but whose spirits languish in the mortal world become coldlight walkers, burning with frigid fury at the meaninglessness of life. Their frostbitten corpses emit a spectral light so intense that mortal eyes can barely stand to look at them. They typically wear the clothing in which they died.",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "God-Spawned Horrors",
"entries": [
"Gods that personify winter create coldlight walkers as embodiments of winter's wrath. These hateful spirits that were denied passage to the afterlife are preserved in their current forms to remind the living how fragile life can be.",
"When a coldlight walker dies, its light goes out, leaving behind a frozen, inanimate corpse that can never be raised from the dead."
]
}
]
}
]
}
]
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{
"name": "Demos Magen",
"source": "IDRotF",
"entries": [
{
"type": "entries",
"entries": [
"Demos magen wear armor, wield weapons, and typically serve as guards.",
"Magen are magical, humanlike beings created by a wizard spell (see the {@spell create magen|idrotf} spell in appendix D) or by other arcane methods.",
"Though magen look like humanoids with green skin, they are constructs. When one is wounded, its blood is seen to have the color and consistency of mercury. They exist purely through magical means. When one is killed, its body disappears in a burst of harmless fire and a cloud of smoke that quickly dissipates."
]
}
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},
{
"name": "Dzaan's Simulacrum",
"source": "IDRotF",
"entries": [
{
"type": "entries",
"entries": [
"Unbeknownst to his executioners, Dzaan had used a spell scroll of simulacrum to create a copy of himself. This simulacrum dwells in the sunken Netherese spire, waiting for its creator to return.",
"The simulacrum, which looks and acts like Dzaan, has half of Dzaan's hit points and can't regain expended spell slots. It has wasted its 3rd-level spell slots trying to reach Dzaan with {@spell sending} spells, to no avail, and has expended other spell slots to help it survive the perils of the spire. It uses its remaining spell slots sparingly.",
"The sunken Netherese tower contains a special room that can transform the simulacrum into a real person\u2014or any magical illusion into the real thing, for that matter. If this change occurs, the simulacrum effectively becomes a clone of Dzaan, authentic in every way."
]
}
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"name": "Fox",
"source": "IDRotF",
"entries": [
{
"type": "entries",
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"The white arctic foxes of Icewind Dale live in burrows and are acclimated to cold weather. They prowl the outskirts of Ten-Towns and nearby forests for food, hunting hares or stealing fish. These timid creatures avoid contact with humanoids, but they are sometimes used as mounts by {@creature Chwinga|ToA|chwingas}."
]
}
],
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},
{
"name": "Frost Druid",
"source": "IDRotF",
"entries": [
{
"type": "entries",
"entries": [
{
"type": "entries",
"entries": [
"Frost druids are solitary defenders of nature and the natural enemies of civilization in the North. They seek to preserve the arctic wilderness by destroying outsiders who cross their path. Each patrols its territory in the guise of an arctic fox, a mountain goat, a snowy owl, or a wolf, reverting to human form only when it attacks. Clever ambushers, they use {@spell hallucinatory terrain} spells to create illusory snowdrifts under which they can hide, or to obscure pools covered by thin ice through which others might fall.",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Awakened Companions",
"entries": [
"A frost druid is often accompanied by one or more beasts, shrubs, or evergreen trees that it has made sentient using the {@spell awaken} spell. These druids favor polar bears and reindeer (use the {@creature elk} stat block in the {@book Monster Manual|MM}) as companions, and such creatures typically share the druid's disposition."
]
},
{
"type": "entries",
"name": "Ice Sickle",
"entries": [
"A frost druid can carve a sickle out of ice, requiring a total of 24 hours for the work. Bitter cold courses through this weapon while it's in the druid's hands. If the druid dies, the ice sickle melts away. The weapon is otherwise identical to a normal sickle."
]
}
]
}
]
}
]
}
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{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/IDRotF/Frost Druid.webp"
}
}
]
},
{
"name": "Frost Giant Skeleton",
"source": "IDRotF",
"entries": [
{
"type": "entries",
"entries": [
"Necromancers can transform the inanimate bones of long-dead frost giants into malevolent juggernauts that love to harm the living."
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/IDRotF/Frost Giant Skeleton.webp"
}
}
]
},
{
"name": "Galvan Magen",
"source": "IDRotF",
"entries": [
{
"type": "entries",
"entries": [
"Galvan magen can fly. They also store static electricity, which they discharge as lightning bolts.",
"Magen are magical, humanlike beings created by a wizard spell (see the {@spell create magen|idrotf} spell in appendix D) or by other arcane methods.",
"Though magen look like humanoids with green skin, they are constructs. When one is wounded, its blood is seen to have the color and consistency of mercury. They exist purely through magical means. When one is killed, its body disappears in a burst of harmless fire and a cloud of smoke that quickly dissipates."
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/IDRotF/Galvan Magen.webp"
}
}
]
},
{
"name": "Giant Walrus",
"source": "IDRotF",
"entries": [
{
"type": "entries",
"entries": [
"Giant walruses are enormous, ill-tempered creatures as big as elephants. A typical adult specimen weighs at least 12,000 pounds."
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/IDRotF/Giant Walrus.webp"
}
}
]
},
{
"name": "Gnoll Vampire",
"source": "IDRotF",
"entries": [
{
"type": "entries",
"entries": [
{
"type": "entries",
"entries": [
"When a gnoll's ravenous hunger is so great that it craves flesh and blood even after death, it can rise as a vampire to continue its feeding frenzy.",
"A gnoll vampire is a savage predator that feeds on the blood of the living. It cackles maniacally when it catches the scent of its prey and quickly moves in for the kill, tearing away flesh with its claws, gorging on meat and blood, and leaving nothing behind but bones, gristle, and the victim's blood-spattered belongings.",
"Gnoll vampires are indiscriminate feeders that prefer the flesh and blood of humanoids, including other gnolls. Their noses can't stand the scent of perfumes, and their ears can't abide words spoken aloud in Celestial. They don't cast reflections in mirrors unless they want to.",
"Unlike normal vampires, gnoll vampires don't have coffins where they rest, and they have no such places to return to when their corporeal bodies are destroyed. They are undeterred by running water, and they can enter residences without invitation. When a gnoll vampire needs to travel quickly, it adopts the form of a giant, emaciated hyena. When it wants to catch its prey by surprise, it takes the form of a cloud of mist. After it feeds on a victim's blood, its mist form takes on a crimson hue for an hour or so before its colorlessness returns.",
{
"type": "inset",
"name": "Tekeli-Li and the Caves of Hunger",
"entries": [
"Tekeli-li was a {@creature Gnoll Fang of Yeenoghu||fang of Yeenoghu}, a powerful gnoll whose pack invaded Icewind Dale more than a century ago. When the gnolls' wanton slaughter of reindeer herds threatened the survival of the Reghed tribes, the tribes banded together against the gnolls and routed them in the autumn of 1333 DR. Tekeli-li and his surviving kin fled across the tundra with the Reghed tribes in pursuit.",
"The wounded gnolls found an icy cleft on the edge of the Reghed Glacier and hid there for the winter. To keep their leader alive, the other gnolls allowed Tekeli-li to eat them one by one, yet his hunger would not abate. Auril came upon the starving, half-frozen creature and flung Tekeli-li into an icy tomb deep within the glacier. In doing so, the Frostmaiden sought to preserve what the gnoll had become\u2014the embodiment of winter's remorseless consumption.",
"Tekeli-li exists today as a gnoll vampire that hasn't fed in decades. Adventurers who use the \"{@adventure Rime of the Frostmaiden|IDRotF|23}\" to create a passage through the glacier unknowingly release the starving gnoll vampire from its icy sepulcher. For more information about Tekeli-li's lair, the Caves of Hunger, see {@adventure chapter 6|IDRotF|16}."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/IDRotF/Gnoll Vampire.webp"
}
}
]
},
{
"name": "Gnome Ceremorph",
"source": "IDRotF",
"entries": [
{
"type": "entries",
"entries": [
{
"type": "entries",
"entries": [
"Mind flayers, which are described in the Monster Manual, are created through ceremorphosis, a process that begins with the implantation of an illithid tadpole in the brain of a humanoid host. After about seven days in its new home, the tadpole transforms its host into a mind flayer. The new creation typically retains no memory of its previous existence.",
"For reasons unknown, ceremorphosis can go awry when an illithid tadpole is implanted in the brain of a gnome. This deviation might be due to the quasi-magical nature of gnomes, or simply a facet of how their minds work. When the process is warped only slightly, the mind flayer remains gnome-sized and is called a gnome ceremorph. It retains its knowledge of the Gnomish language while becoming able to speak Deep Speech and Undercommon. It retains fragmented memories of its previous life and previous alignment, not to mention a propensity for invention.",
{
"type": "entries",
"name": "Laser Pistol",
"entries": [
"A gnome ceremorph often carries a home-built device that functions as a {@item laser pistol} (see \"{@book Firearms|DMG|9|Firearms}\" in the {@book Dungeon Master's Guide|DMG}). This weapon is powered by an {@item energy cell}, which enables the weapon to fire 50 shots. After its last shot is expended, the device becomes inoperable. The {@item energy cell} can't be removed without destroying the weapon."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/IDRotF/Gnome Ceremorph.webp"
}
}
]
},
{
"name": "Gnome Squidling",
"source": "IDRotF",
"entries": [
{
"type": "entries",
"entries": [
"Mind flayers, which are described in the Monster Manual, are created through ceremorphosis, a process that begins with the implantation of an illithid tadpole in the brain of a humanoid host. After about seven days in its new home, the tadpole transforms its host into a mind flayer. The new creation typically retains no memory of its previous existence.",
"When the process of turning a gnome into a mind flayer goes horribly awry, the result is a gnome squidling\u2014a deformed mind flayer with weak, spindly limbs and oversized tentacles. It relies on levitation to keep its body aloft and uses its tentacles like legs, to propel it along whatever surface it's floating above. Most mind flayers destroy squidlings on sight, so it's rare to see one or more of these creatures.",
"Squidlings eat brains for sustenance, just like other mind flayers do, and they don't care where the brains come from."
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/IDRotF/Gnome Squidling.webp"
}
}
]
},
{
"name": "Goliath Warrior",
"source": "IDRotF",
"entries": [
{
"type": "entries",
"entries": [
"Goliaths inhabit the Spine of the World, where their mettle is tested against orcs, ogres, frost giants, remorhazes, ice trolls, young white dragons, the treacherous mountain terrain, and the cruel indifference of nature."
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/IDRotF/Goliath Warrior.webp"
}
}
]
},
{
"name": "Goliath Werebear",
"source": "IDRotF",
"entries": [
{
"type": "entries",
"entries": [
"Goliath legends speak of a creature that prowls the far reaches of Icewind Dale, known as Oyaminartok the Winter Walker. She can take the form of either a polar bear or a hulking, bipedal shape obscured by wind and blowing snow. Elders invoke her name to keep young goliaths from wandering too far from home before they're ready. Adult goliaths sometimes encounter this legendary individual in their travels to the far-flung corners of the dale. If they flee like cowards, Oyaminartok laughs and lets them go to wander in obscurity. If they challenge Oyaminartok to a fight, the Winter Walker smiles and tests their mettle. Those who impress her with their fighting skills are bitten and become goliath werebears themselves\u2014goliaths who carry Oyaminartok's curse of lycanthropy. Contrary to myth, Oyaminartok is not a monster but a force of good in the region, and she passes her curse only to goliaths whose hearts are pure.",
"Oyaminartok and others of her kind try to help creatures they come across, for the weather and the geography of Icewind Dale can be brutal. They know the safest routes across the tundra, and they can help guide travelers through the Sea of Moving Ice and across its ever-shifting ice floes. These polar werebears attack evil in the wilderness, but they steer clear of camps and settlements. Fire is Oyaminartok's bane, and thus she and her kind are wary around hearths and open flames."
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/IDRotF/Goliath Werebear.webp"
}
}
]
},
{
"name": "Grandolpha Muzgardt",
"source": "IDRotF",
"entries": [
{
"type": "entries",
"entries": [
"Grandolpha Muzgardt, the grand dame of the Muzgardt duergar clan, has recently arrived at the fortress after being invited here by Xardorok. The Muzgardts are based in Gracklstugh, a duergar city in the Underdark. They mass-produce and distribute a filthy duergar ale made from mushrooms. Xardorok has been eager to take a fourth wife and has had his eye on Grandolpha Muzgardt for many years. He asked Grandolpha to his fortress to give her a gift\u2014a pseudodragon made of chardalyn (a pseudo-pseudodragon, if you will)\u2014and make her an offer she can't refuse. Once he conquers Icewind Dale, he wants the Muzgardts to control the ale trade throughout his sunless surface kingdom.",
"Grandolpha, for her part, is too canny and jaded to fall for Xardorok's blunt attempt at seduction. She has begun plotting with disenfranchised advisors and warriors in his ranks to overthrow him when the moment is right. Ironically, despite his paranoia, Xardorok is too blinded by his admiration for Grandolpha to foresee her treachery.",
"Before entering combat, Grandolpha casts {@spell stoneskin} on herself. Once her guards come to her rescue, she withdraws from combat and uses her {@spell faerie fire} spell to make enemies easier for her guards to hit. The chardalyn pseudodragon defends Grandolpha to the death."
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/IDRotF/Grandolpha Muzgardt.webp"
}
}
]
},
{
"name": "Gunvald Halraggson",
"source": "IDRotF",
"entries": [
{
"type": "entries",
"entries": [
"The thirty-year-old Bear King cuts an impressive figure and is renowned for his size and strength. He tries to be honorable, but he is often merciless and doesn't change his mind easily. He has trouble relating to Ten-Towners, so he avoids them. His perspective on townsfolk might change if they helped him destroy the chardalyn berserkers who have turned against their own.",
"Gunvald has had three wives in six years, each of whom died while she was pregnant. His advisors fear that the gods have cursed Gunvald and the entire tribe. In truth, the king's doting shaman, Ulkora, lusts for him and surreptitiously poisoned his wives. In time, Ulkora hopes Gunvald will turn his loving eye toward her and allow her to bear his true heir. If Gunvald were to learn the truth, he would put Ulkora to death."
]
}
]
},
{
"name": "Hare",
"source": "IDRotF",
"entries": [
{
"type": "entries",
"entries": [
"Snowshoe hares are gentle herbivores that live in burrows throughout Icewind Dale. They have shorter ears than other hares and are acclimated to cold weather."
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/IDRotF/Hare.webp"
}
}
]
},
{
"name": "Headless Iron Golem",
"source": "IDRotF",
"entries": [
{
"type": "entries",
"entries": [
"The mightiest of the golems, the iron golem is a massive, towering giant wrought of heavy metal. An iron golem's shape can be worked into any form, though most are fashioned to look like giant suits of armor. Its fist can destroy creatures with a single blow, and its clanging steps shake the earth beneath its feet. Iron golems wield enormous blades to extend their reach, and all can belch clouds of deadly poison.",
"An iron golem's body is smelted with rare tinctures and admixtures. Though other golems bear weaknesses inherent in their materials or the power of the elemental spirit bound within them, iron golems were designed to be nearly invulnerable. Their iron bodies imprison the spirits that drive them, and are susceptible only to weapons imbued with magic or the strength of adamantine."
]
}
]
},
{
"name": "Hengar Aesnvaard",
"source": "IDRotF",
"entries": [
{
"type": "entries",
"entries": [
"Human champion of the Reghed Tribe of the Elk."
]
}
]
},
{
"name": "Hypnos Magen",
"source": "IDRotF",
"entries": [
{
"type": "entries",
"entries": [
"Hypnos magen are telepathic and use their power of suggestion to control others. Their creators use them to force enemies to withdraw or surrender.",
"A hypnos magen carries no weapons, relying entirely on its psychic abilities to manipulate and harm other creatures.",
"Magen are magical, humanlike beings created by a wizard spell (see the {@spell create magen|idrotf} spell in appendix D) or by other arcane methods.",
"Though magen look like humanoids with green skin, they are constructs. When one is wounded, its blood is seen to have the color and consistency of mercury. They exist purely through magical means. When one is killed, its body disappears in a burst of harmless fire and a cloud of smoke that quickly dissipates."
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/IDRotF/Hypnos Magen.webp"
}
}
]
},
{
"name": "Ice Piercer",
"source": "IDRotF",
"entries": [
{
"type": "entries",
"entries": [
"Auril the Frostmaiden has transformed icicles into creatures that resemble piercers.",
"Clinging to the ceilings of caverns and large subterranean passages, piercers blend in perfectly with natural rock, dropping in silence to impale unsuspecting foes on the ground below.",
"A piercer is the larval form of a roper, and the two creatures often attack in tandem. A rock-like shell encases a piercer's body, giving it the look and texture of a stalactite. That shell protects a soft, slug-like upper body that lets the piercer move across cavern walls and ceilings to position itself for prey. With its eye and mouth closed, the piercer is difficult to distinguish from ordinary rock formations."
]
}
]
},
{
"name": "Ice Troll",
"source": "IDRotF",
"entries": [
{
"type": "entries",
"entries": [
{
"type": "entries",
"entries": [
"Ice trolls have all the meanness and hunger of common trolls. Their hearts radiate extreme cold, to the detriment of other nearby creatures.",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Ice Troll Hearts",
"entries": [
"An ice troll's heart remains cold even after the troll's destruction. As long as the troll can't regenerate, its heart can be safely removed from its remains, handled, and kept. An ice troll's heart, once removed, becomes a harmless Tiny object with AC 13, 4 hit points, and immunity to all damage except fire damage. For the next 24 hours, the heart has the following magical properties:",
{
"type": "list",
"items": [
"A creature that eats the heart gains the ability to regenerate for the next 24 hours, regaining 5 hit points at the start of each of its turns. If the creature takes acid or fire damage, this trait doesn't function at the start of its next turn. The creature dies only if it starts its turn with 0 hit points and doesn't regenerate.",
"If buried in the ground under a foot or more of earth, the heart melts away and summons a blizzard like that created by the {@spell control weather} spell. It takes 10 minutes for the heart to melt and the blizzard to form. The blizzard lasts for 8 hours.",
"A hag or similar creature can perform a ritual that turns the heart into a magical talisman that acts like a patch of brown mold (see \"{@hazard Brown Mold}\" in the {@book Dungeon Master's Guide|DMG}). This effect lasts until the heart is destroyed.",
"A creature proficient with alchemist's supplies can squeeze enough residual fluid out of the heart to mix with other alchemical ingredients, creating one {@item Potion of Cold Resistance||potion of resistance (cold)}. It takes 1 hour to create this potion. "
]
}
]
}
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/IDRotF/Ice Troll.webp"
}
}
]
},
{
"name": "Icewind Kobold",
"source": "IDRotF",
"entries": [
{
"type": "entries",
"entries": [
"Kobolds can be found anywhere dragons are known to dwell, and those that live in the mountains and hills of Icewind Dale are among the hardiest of their kind. Drawn to the north by a desire to find and serve white dragons, these kobolds adapted as best they can to the hostile climate. Their sensitive eyes appreciate sunless days and long, dark nights. They use wooden javelins as tools to test the snow ahead of them.",
"Kobolds native to Icewind Dale frequently wander into Ten-Towns to escape the dreadful cold, hoping to trade what few skills they have for some warm soup and shelter. The people of Ten-Towns, accustomed to the presence of strange outlanders, allow these kobolds to dwell among them for the most part. When the kobolds don't feel safe, they acquire heavy winter clothing and disguise themselves as humans by standing on one another's shoulders. Three kobolds in cold weather gear can pass themselves off as a clumsy human with a successful group Charisma (Deception) check, the DC of which equals the onlooker's Wisdom (Insight) check result."
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/IDRotF/Icewind Kobold.webp"
}
}
]
},
{
"name": "Icewind Kobold Zombie",
"source": "IDRotF",
"entries": [
{
"type": "entries",
"entries": [
"The necromancer Vellynne Harpell has Icewind kobold guides in her employ, including a pair that died and were turned into zombies using {@spell animate dead} spells. The cold climate helps to preserve their dead flesh."
]
}
]
},
{
"name": "Isarr Kronenstrom",
"source": "IDRotF",
"entries": [
{
"type": "entries",
"entries": [
"The Wolf Tribe has been without a king or queen for years. Its most powerful chieftain, Isarr Kronenstrom, is a psychotic brute who worships Malar the Beast Lord. He hunts Ten-Towners for sport, bathes in their blood, and strikes fear into the hearts of his enemies. Several members of Isarr's clan have deserted him or been killed off, but the few that remain are fiercely loyal. They believe, incorrectly, that he's the Chosen of Malar.",
"Although Isarr calls himself the Wolf King, few others in the Wolf Tribe support him in that claim, but the other Wolf clan chieftains are too weak and disorganized to challenge him."
]
}
]
},
{
"name": "Jarund Elkhardt",
"source": "IDRotF",
"entries": [
{
"type": "entries",
"entries": [
"The Elk King is Jarund Elkhardt, a terse yet thoughtful giant of a man who is nearly fifty years old\u2014ancient by tribal standards. He has led the Elk Tribe for over half his life, and age has made him cautious. He has seen other kings and queens rise and fall, has made war with friends and peace with his enemies, and has led warriors he knew as babes to their deaths in battle. The strain of his long years of rule is etched on his weather-worn face.",
"Jarund's late son, Jarund Twice-Born, was killed almost a decade ago while trying to bring down a cave bear, leaving Jarund without an heir. He has failed to produce another child with his wife, Wynneth, and his mistress, Froya, so the future of his royal line remains uncertain.",
"Auril's unyielding winter concerns Jarund deeply, and he often turns to his shaman, Mjenir, for guidance. The king respects the shaman's understanding of gods and spirits, and the fact that both men have lost their sons serves to strengthen the bond between them. Mjenir believes that the only way to break Auril's spell is to slay the goddess in her home, but Jarund believes that his warriors aren't strong enough to accomplish that task alone."
]
}
]
},
{
"name": "Kadroth",
"source": "IDRotF",
"entries": [
{
"type": "entries",
"entries": [
"From this usurped office, he coordinates all cult activities in Ten-Towns. It's a role he carved out for himself by asserting that he's tight with Levistus. He rules the roost by sheer force of personality, though it chafes him that Hethyl Arkorran has more respect and influence within the cult. Kadroth doesn't involve Avarice in cult affairs because he fears her spellcasting ability and her connection to the Arcane Brotherhood. She could take over the cult anytime she wanted, and Kadroth doesn't want to give her any reason to do so.",
"For all his political machinations, Kadroth is a visionary who has so far made the cult stronger through his actions and decisions. He spends hours behind his desk, staring into the burning fireplace and drawing inspiration from its crackling flames. The slightest disturbance upsets him.",
"Kadroth appreciates the wisdom of maintaining the illusion that Speaker Crannoc Siever is still in charge, if only to keep Caer-Dineval's townsfolk from becoming restless. Thus, when necessary, Kadroth has the town speaker brought to his office to sign official documents."
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/IDRotF/Kadroth.webp"
}
}
]
},
{
"name": "Kingsport",
"source": "IDRotF",
"entries": [
{
"type": "entries",
"entries": [
"Scrivenscry is an arcanaloth who always refers to itself in the third person. It has a fondness for black licorice, strips of which it keeps in the pockets of its robe. The fiend is attended by Kingsport, a blind, albino giant penguin under the effect of an {@spell awaken} spell.",
"Scrivenscry's anxious penguin servant, Kingsport, was promised a life of enlightenment. The truth is that Kingsport was turned into Scrivenscry's lackey, who lives in fear of his cruel, unpredictable master. The blind giant penguin hopes to be free of the arcanaloth one day."
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/IDRotF/Kingsport.webp"
}
}
]
},
{
"name": "Knight of the Black Sword",
"source": "IDRotF",
"entries": [
{
"type": "entries",
"entries": [
"Fanatics are often part of a cult's leadership, using their charisma and dogma to influence and prey on those of weak will. Most are interested in personal power above all else."
]
}
]
},
{
"name": "Knucklehead Trout",
"source": "IDRotF",
"entries": [
{
"type": "entries",
"entries": [
"The tasty and tenacious knucklehead trout can't easily be caught in nets. Moreover, using a line to reel in such a strong fish is a significant undertaking. Incautious fishers who get pulled into freezing water can quickly die, particularly if they're weighed down by heavy furs and cloaks.",
"A male knucklehead trout can weigh 70 pounds or more. The females tend to be smaller, weighing about 50 pounds. Both are prized for their ivory-like bones."
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/IDRotF/Knucklehead Trout.webp"
}
}
]
},
{
"name": "Kobold Vampire Spawn",
"source": "IDRotF",
"entries": [
{
"type": "entries",
"entries": [
"The gnoll vampire Tekeli-li has a small number of kobold vampire spawn minions to keep it company in the Caves of Hunger (see chapter 6). The vampiric kobolds are terrified of the gnoll vampire and can't understand its commands, so they give Tekeli-li a wide berth. These ravenous undead kobolds thirst for blood and tend to swarm one foe at a time."
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/IDRotF/Kobold Vampire Spawn.webp"
}
}
]
},
{
"name": "Living Bigby's Hand",
"source": "IDRotF",
"entries": [
{
"type": "entries",
"entries": [
"A living Bigby's hand is a Large, hovering hand of shimmering, translucent force. It often serves as a guardian, attacking creatures that cross its path while remaining loyal to its caster.",
"Areas of wild magic and sites that have been ravaged by powerful eldritch forces can give rise to spell effects that become living beings. These so-called living spells haunt the places where they were created, subsisting on ambient magical energy."
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/IDRotF/Living Bigbys Hand.webp"
}
}
]
},
{
"name": "Living Blade of Disaster",
"source": "IDRotF",
"entries": [
{
"type": "entries",
"entries": [
"A living blade of disaster is a {@spell blade of disaster|TCE} spell (see appendix D) with a wicked will of its own. It looks like a floating, black planar rift in the shape of a sword. Like a demon, it craves destruction.",
"Areas of wild magic and sites that have been ravaged by powerful eldritch forces can give rise to spell effects that become living beings. These so-called living spells haunt the places where they were created, subsisting on ambient magical energy."
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/IDRotF/Living Blade of Disaster.webp"
}
}
]
},
{
"name": "Living Demiplane",
"source": "IDRotF",
"entries": [
{
"type": "entries",
"entries": [
"A living demiplane is a {@spell demiplane} spell that has become vaguely self-aware. It is a shadowy rectangle, 5 feet wide and 10 feet high, which creeps along flat, solid surfaces and groans softly when it moves.",
"When a living demiplane encounters a creature small enough to fit through its doorway, it tries to pull that creature into itself, then deposits the victim in an extradimensional chamber.",
"Areas of wild magic and sites that have been ravaged by powerful eldritch forces can give rise to spell effects that become living beings. These so-called living spells haunt the places where they were created, subsisting on ambient magical energy."
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/IDRotF/Living Demiplane.webp"
}
}
]
},
{
"name": "Lonelywood Banshee",
"source": "IDRotF",
"entries": [
{
"type": "entries",
"entries": [
"This banshee is the spectral remnant of a female elf warrior who was banished for a selfish, evil act. It wields a spectral longbow that shoots phantom arrows. There is only one banshee haunting the forest. If it's destroyed, it re-forms after 24 hours in a random location in the forest, damned to its eternal exile."
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/IDRotF/Lonelywood Banshee.webp"
},
"credit": "Tomas Giorello"
}
]
},
{
"name": "Mjenir",
"source": "IDRotF",
"entries": [
{
"type": "entries",
"entries": [
"With grand events having been set in motion, those sensitive to prophecy have begun to experience dreams and visions. One such person is Mjenir, a fifty-year-old shaman of the Reghed Elk Tribe, who received a vision about the characters' journey to the Reghed Glacier.",
"Druids dwell in forests and other secluded wilderness locations, where they protect the natural world from monsters and the encroachment of civilization. Some are tribal shamans who heal the sick, pray to animal spirits, and provide spiritual guidance."
]
}
]
},
{
"name": "Mountain Goat",
"source": "IDRotF",
"entries": [
{
"type": "entries",
"entries": [
"Mountain goats are found throughout the Spine of the World and on the slopes of Kelvin's Cairn, their thick fur and layers of body fat protecting them from the extreme cold. They are expert climbers, able to leap and bound up sheer slopes.",
"Mountain goats are territorial but easily placated with offerings of food. Their stubbornness makes them difficult to domesticate."
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/IDRotF/Mountain Goat.webp"
}
}
]
},
{
"name": "Nass Lantomir's Ghost",
"source": "IDRotF",
"entries": [
{
"type": "entries",
"entries": [
{
"type": "entries",
"entries": [
"Nass Lantomir was an apprentice of Zelenn the White, one of five archmages who oversee the Arcane Brotherhood. Nass and Zelenn's relationship started off well, but in recent years it has become painfully obvious to Zelenn that Nass has been slow to master the arcane tradition of divination. Zelenn's suggestion that Nass leave the Hosttower of the Arcane and gain experience abroad left Nass feeling unwanted. After much thought, however, Nass came around to the idea. She could put her magic to the test and carve out a name for herself.",
"As she was preparing to leave the Hosttower, Nass overheard her master talking to another wizard about a covert expedition to Icewind Dale being undertaken to seek out long-lost magic from a bygone empire. Rather than carry out her original plan, Nass followed her fellow wizards to Icewind Dale. She caught up to them in Bryn Shander and made her presence known, claiming she was sent by her master to aid the expedition with her divinations. Egos and frayed nerves caused the group to split up shortly thereafter, with each wizard determined to succeed alone.",
"One night while the others slept, Nass stole a {@item Professor Skant|IDRotF|professor orb} (see {@adventure appendix D|IDRotF|22|{@item Professor Orb|WDMM}}) from one of her fellow wizards, Vellynne Harpell. Two of Vellynne's kobold companions witnessed the theft, and Nass killed them with {@spell Melf's acid arrow} spells before fleeing with the orb.",
"Nass fled Ten-Towns and headed toward the Sea of Moving Ice, hoping to find a tome called {@item The Codicil of White|IDRotF}, a book of magic and lore composed by servants of Auril the Frostmaiden. The Arcane Brotherhood believes that this book tells how to reach a lost city of magic entombed in the ice. Before she could obtain the book, Nass perished. She now exists as a ghost, unable to rest until she finds the book. Characters who come upon Nass's frozen remains also find her spellbook and the orb she stole from Vellynne.",
{
"type": "entries",
"name": "Familiar",
"entries": [
"Nass's magical familiar, a white arctic weasel acclimated to cold weather named Zelennor, watches over the wizard's frozen remains. It uses the {@creature weasel} stat block in the {@book Monster Manual|MM} but is a fey instead of a beast. If Zelennor is reduced to 0 hit points, Nass's ghost is unable to cast the {@spell find familiar} spell in order to get it back."
]
},
{
"type": "entries",
"name": "Spellcasting",
"entries": [
"As a ghost, Nass can cast the spells she prepared prior to her death\u2014except that the ghost can't cast spells that require material components, which limits its options. Its list of prepared spells shows only those spells it can cast. Although it has no 2nd-level spells available, the ghost can use its 2nd-level spell slots to cast upgraded versions of the {@spell thunderwave} spell."
]
},
{
"type": "entries",
"name": "Spellbook",
"entries": [
"The wooden covers of Nass's spellbook are bound in nothic hide, and silver clasps hold the book shut. Nass's personal sigil is inscribed on the spine, which also bears the title Lantomir's Traveling Libram. The tome contains the following spells: {@spell clairvoyance}, {@spell cloud of daggers}, {@spell counterspell}, {@spell detect magic}, {@spell detect thoughts}, {@spell find familiar}, {@spell Melf's acid arrow}, {@spell Tenser's floating disk}, and {@spell thunderwave}."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/IDRotF/Nass Lantomirs Ghost.webp"
}
}
]
},
{
"name": "Prisoner 237",
"source": "IDRotF",
"entries": [
{
"type": "entries",
"entries": [
"Vaelish Gant, Prisoner 237 within the walls of Revel's End, is a member of the Arcane Brotherhood who first engaged in criminal activity by insinuating himself into the trade network of Ten-Towns. He hoped that his work would help the Arcane Brotherhood gain control of the region. A few years ago, shortly after his arrival in Ten-Towns, Gant established a protection racket in Bryn Shander and tried to turn the town against its speaker, Duvessa Shane, with the goal of supplanting her. He also tried to destabilize the economy of Ten-Towns. A party of adventurers thwarted his criminal ventures by capturing him.",
"Rather than put Gant to death for his crimes in Icewind Dale, the Council of Speakers in Ten-Towns made a deal with representatives of the Lords' Alliance to have Gant serve a life sentence in Revel's End, so as not to incur the Arcane Brotherhood's wrath. The Council of Speakers did this not realizing that Gant's scheme wasn't sanctioned by the Arcane Brotherhood but rather hatched by Gant himself, who intended to impress his superiors by pulling it off.",
"For a long time, Gant held out hope that the Arcane Brotherhood would apply pressure to secure his release, and that the Lords' Alliance would acquiesce to the brotherhood's demands rather than risk an all-out attack on Revel's End. But by now, Gant has been incarcerated long enough to reasonably conclude that no such rescue is forthcoming. His failed scheme was an embarrassment to the Arcane Brotherhood, which has clearly forsaken him.",
"Vaelish Gant is a mage who specializes in the arcane tradition of abjuration. Pompous and conniving, he never doubts that he's the smartest person in the room, and he makes sure everyone around him knows how he feels.",
"Gant has neither a spellbook nor material components for spellcasting, and he can't avail himself of his magic while locked in his cell due to the {@spell antimagic field} that encompasses it."
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/IDRotF/Prisoner 237.webp"
}
}
]
},
{
"name": "Reghed Chieftain",
"source": "IDRotF",
"entries": [
{
"type": "section",
"entries": [
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Reghed Nomads",
"entries": [
"Reghed nomads are the children of the Reghed Glacier, as suggested by their name. They are people of the wild, as revealed by their tribal names\u2014the Elk, the Tiger, the Wolf, the Bear. They are the tribes of Icewind Dale, proud and strong, bound to ancient traditions that have kept them alive through countless harsh winters. The Reghed wear heavy furs as well as gloves, boots, and masks made of animal hide, to protect themselves from the bitter cold.",
"Although they originally descended from humans who were predominantly blue-eyed and fair-haired, the Reghed tribes have assimilated other folk, adding new blood to their dwindling ranks. There used to be more than four Reghed tribes, but the others have all disbanded over the past century, with many of their former members settling in Ten-Towns and abandoning their traditional ways.",
"The Reghed tribes rely on a nomadic lifestyle to survive, as they follow herds of reindeer along the route of the animals' annual migration. When they make camp, the tribesfolk live in large, round tents made of deerskin and supported by wooden shafts.",
"Reghed tribe camps are scattered throughout Icewind Dale. None of them appear on maps because they don't stay in one place for long.",
"Each Reghed tribe is made up of smaller clans, each with its own chieftain (the most powerful of whom often carries the title of king or queen). A clan might set up its camp for a tenday or two, then dismantle it and go back on the move, allowing the clan to stay close to a migrating herd of reindeer as it travels across the tundra."
]
}
]
}
]
}
]
},
{
"name": "Reghed Great Warrior",
"source": "IDRotF",
"entries": [
{
"type": "section",
"entries": [
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Reghed Nomads",
"entries": [
"Reghed nomads are the children of the Reghed Glacier, as suggested by their name. They are people of the wild, as revealed by their tribal names\u2014the Elk, the Tiger, the Wolf, the Bear. They are the tribes of Icewind Dale, proud and strong, bound to ancient traditions that have kept them alive through countless harsh winters. The Reghed wear heavy furs as well as gloves, boots, and masks made of animal hide, to protect themselves from the bitter cold.",
"Although they originally descended from humans who were predominantly blue-eyed and fair-haired, the Reghed tribes have assimilated other folk, adding new blood to their dwindling ranks. There used to be more than four Reghed tribes, but the others have all disbanded over the past century, with many of their former members settling in Ten-Towns and abandoning their traditional ways.",
"The Reghed tribes rely on a nomadic lifestyle to survive, as they follow herds of reindeer along the route of the animals' annual migration. When they make camp, the tribesfolk live in large, round tents made of deerskin and supported by wooden shafts.",
"Reghed tribe camps are scattered throughout Icewind Dale. None of them appear on maps because they don't stay in one place for long.",
"Each Reghed tribe is made up of smaller clans, each with its own chieftain (the most powerful of whom often carries the title of king or queen). A clan might set up its camp for a tenday or two, then dismantle it and go back on the move, allowing the clan to stay close to a migrating herd of reindeer as it travels across the tundra.",
"This great warrior is often the chieftain's spouse, sibling, offspring, or childhood friend\u2014someone the chieftain trusts."
]
}
]
}
]
}
]
},
{
"name": "Reghed Shaman",
"source": "IDRotF",
"entries": [
{
"type": "entries",
"entries": [
"In public, the shaman dons a wooden mask carved in the likeness of a bear, an elk, a tiger, or a wolf, as befits the tribe."
]
}
]
},
{
"name": "Reghed Warrior",
"source": "IDRotF",
"entries": [
{
"type": "entries",
"entries": [
"Tribal warriors live beyond civilization, most often subsisting on fishing and hunting. Each tribe acts in accordance with the wishes of its chief, who is the greatest or oldest warrior of the tribe or a tribe member blessed by the gods."
]
}
]
},
{
"name": "Reindeer",
"source": "IDRotF",
"entries": [
{
"type": "entries",
"entries": [
"To ensure that they don't starve in the winter, the Reghed nomads of Icewind Dale follow the migration routes of reindeer herds and are mindful not to deplete the herds to the point where the beasts can no longer flourish or defend themselves against other natural predators.",
"The average adult reindeer is 5 feet tall at the shoulder and weighs 250 pounds. Both male and female reindeer have antlers, though a male's antlers are larger."
]
}
]
},
{
"name": "Seal",
"source": "IDRotF",
"entries": [
{
"type": "entries",
"entries": [
"The seals native to the Sea of Moving Ice often beach themselves on ice floes and rocky shores. They are acclimated to the cold weather and feed primarily on small fish, squid, and clams. Seal pups have yellowish-white fur, which turns silvery gray as they enter adulthood."
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/IDRotF/Seal.webp"
}
}
]
},
{
"name": "Sephek Kaltro",
"source": "IDRotF",
"entries": [
{
"type": "entries",
"entries": [
"Sephek Kaltro is a well-built man in his thirties. He has an olive complexion, dark hair pulled back in a ponytail, and no facial or body hair. He is dressed in a stylish vest with matching pants and boots, similar in style to those worn by mariners of the southern Sword Coast, but wears no armor or cold weather clothing and doesn't appear to be armed. His most striking feature is his eyes, which are as blue as a frozen lake."
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/IDRotF/Sephek Kaltro.webp"
}
}
]
},
{
"name": "Snow Golem",
"source": "IDRotF",
"entries": [
{
"type": "entries",
"entries": [
"A snow golem is a mass of snow brought to life through magic. Nonmagical weapons pass through its snowy form without dealing any appreciable damage to it, though heat is its doom."
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/IDRotF/Snow Golem.webp"
}
}
]
},
{
"name": "Snowy Owlbear",
"source": "IDRotF",
"entries": [
{
"type": "entries",
"entries": [
"A snowy owlbear combines the physical features of a snowy owl and a polar bear. When not asleep or hibernating, it galumphs across the icy tundra in search of food."
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/IDRotF/Snowy Owlbear.webp"
}
}
]
},
{
"name": "Spellix Romwod",
"source": "IDRotF",
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/IDRotF/Spellix Romwod.webp"
}
}
]
},
{
"name": "Sperm Whale",
"source": "IDRotF",
"entries": [
{
"type": "entries",
"entries": [
"Sperm whales are toothed aquatic mammals that can grow to be up to 70 feet long. Their natural predators include whalers and fellow leviathans, such as dragon turtles and krakens."
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/IDRotF/Sperm Whale.webp"
}
}
]
},
{
"name": "Spitting Mimic",
"source": "IDRotF",
"entries": [
{
"type": "entries",
"entries": [
"Mimics are shape-shifting monsters described in the {@i Monster Manual}. The variant presented here is a particularly large and voracious specimen\u2014the result of Netherese experiments on ordinary mimics\u2014that spits acid."
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/IDRotF/Spitting Mimic.webp"
}
}
]
},
{
"name": "Telepathic Pentacle",
"source": "IDRotF",
"entries": [
{
"type": "entries",
"entries": [
"Months before Ythryn's fall, a circle of mages known as the Telepathic Pentacle tried to fuse their minds together to become a conjoined telepathic force. The procedure went terribly wrong, and their bodies and minds melded into a single monstrosity. Iriolarthas imprisoned the thing in this empty well so that its latent telepathic powers could be tapped by the city's elite. A short obituary is engraved around the lip of the well in Draconic: \"Herein lie the immortal remains of the Telepathic Pentacle. Sit, meditate, and learn.\""
]
}
]
},
{
"name": "Tomb Tapper",
"source": "IDRotF",
"entries": [
{
"type": "entries",
"entries": [
"The Netherese arcanists who created these creatures called them \"thaluud,\" which means \"faceless.\" Wrought from the fusion of magic and elemental earth, each of these sexless, hairless warriors stands 15 to 21 feet tall and possesses a lust for magic, an inherited memory (composed of recollections from the souls sacrificed in their creation), and an insane hatred for nonhuman spellcasting creatures. Tomb tappers can dig through earth and rock with their claws or use their metal sledgehammers to shatter rock when needed. They absorb water through their skin and crush rock with their jaws to extract mineral sustenance. They can also digest iron from blood and marrow, if mineral-rich rock is unavailable.",
"The Netherese sent the thaluud into the Underdark to exterminate their enemies, most notably the magic-devouring, funnel-shaped creatures known as phaerimm. Other creatures targeted by the thaluud include mind flayers, derro, drow, and duergar. Tomb tappers communicate with one another by means of a humming sound created by skin vibrations.",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Seekers of Magic",
"entries": [
"Tomb tappers received their colloquial name from their habit of burrowing into the depths to plunder tombs, temples, and caves in search of magic items, which they bear off. They usually try to seize magic from beings that they encounter.",
"Magic is sacred to tomb tappers. They don't use any magic items they acquire, instead choosing to protect and venerate such items. Tappers spend their long lives in the search for the source of all magic, which they believe to be hidden deep in the Underdark. They are in awe of earth elementals, believing that they come directly from this source, and are reluctant to attack them."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/IDRotF/Tomb Tapper.webp"
}
}
]
},
{
"name": "Vellynne Harpell",
"source": "IDRotF",
"entries": [
{
"type": "entries",
"entries": [
{
"type": "entries",
"entries": [
"Vellynne Harpell is a member of the prestigious Harpell family, based in the town of Longsaddle. Cold and dispassionate, she took to magic only a decade ago in her late forties and is skilled in the arcane tradition of necromancy. She has a lifelong struggle\u2014a nervous disorder that manifests as trembling. It can affect her balance and her stride, but she has learned to cast her spells unimpeded by it.",
"Despite her firm grasp of the dark arts, she would not have been admitted into the Arcane Brotherhood without her family connections\u2014a fact that sticks in her craw.",
"Vellynne brought a family heirloom with her to Icewind Dale: a {@item professor orb|WDMM} (see {@adventure appendix D|IDRotF|22|{@item Professor Orb|WDMM}}) that she refers to by its proper name, {@item Professor Skant|IDRotF}. This orb has knowledge about Netheril that could be important if Vellynne locates the lost Netherese city buried under the Reghed Glacier. The orb was recently stolen by Nass Lantomir, one of Vellynne's rivals in the Arcane Brotherhood. Vellynne intends to get it back before resuming her quest to find Ythryn.",
{
"type": "entries",
"name": "Companions",
"entries": [
"Since arriving in Icewind Dale, Vellynne has secured the services of six {@creature Icewind Kobold|IDRotF|Icewind kobolds} that act as her valets and guides. Two of them were killed by a {@spell Melf's acid arrow} spell (cast by Vellynne's rival, Nass Lantomir), but Vellynne animated their corpses, turning them into zombies.",
"If she is wounded, Vellynne can cast {@spell vampiric touch} and use the spell to regain hit points at the kobolds' expense."
]
},
{
"type": "entries",
"name": "Familiar",
"entries": [
"Vellynne's familiar is a snowy owl, which the wizard uses as a scout. It uses the {@creature owl} stat block in the {@book Monster Manual|MM} but is a celestial instead of a beast."
]
},
{
"type": "entries",
"name": "Spellbook",
"entries": [
"Vellynne's spellbook has black leather covers around pages of ragged parchment, all wrapped in a crimson sash. The necromancer's personal sigil is written in goat's blood on the title page. The tome contains the spells Vellynne has prepared plus the following additional spells: {@spell bestow curse}, {@spell blindness/deafness}, {@spell false life}, {@spell find familiar}, {@spell magic weapon}, {@spell polymorph}, {@spell protection from evil and good}, {@spell remove curse}, {@spell shield}, and {@spell Tenser's floating disk}."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/IDRotF/Vellynne Harpell.webp"
},
"title": "Vellynne Harpell and her kobold minions"
}
]
},
{
"name": "Verbeeg Longstrider",
"source": "IDRotF",
"entries": [
{
"type": "entries",
"entries": [
"Verbeeg are giants that resemble oversized humans with gangly limbs and elongated faces. Some have other features that give them a fearsome aspect.",
"Verbeeg craft their own armor and weapons. They prefer thrown spears above all other weapons, and a verbeeg usually has several spears for that purpose.",
{
"type": "entries",
"name": "Longstriders",
"entries": [
"Some verbeeg worship gods of nature and help defend the natural world. These even-tempered verbeeg are called longstriders and are blessed with innate spellcasting abilities."
]
}
]
}
]
},
{
"name": "Verbeeg Marauder",
"source": "IDRotF",
"entries": [
{
"type": "entries",
"entries": [
"Verbeeg are giants that resemble oversized humans with gangly limbs and elongated faces. Some have other features that give them a fearsome aspect.",
"Verbeeg craft their own armor and weapons. They prefer thrown spears above all other weapons, and a verbeeg usually has several spears for that purpose.",
{
"type": "entries",
"name": "Marauders",
"entries": [
"Verbeeg conduct themselves like brigands, robbing people they come across in the wild. If food is scarce, they kill those same people and eat them. They prefer to dwell in forlorn places, often sharing territory with hill giants and ogres. It's not unusual to find a gang of hill giants and ogres led by a verbeeg, since verbeeg are much smarter than their brutish cousins. Verbeeg also enjoy the company of mammalian beasts and allow bears, wolves, worgs, and other predators to lair with them. They catch and keep horses, mules, sheep, goats, and cattle for food and trade."
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/IDRotF/Verbeeg Marauder.webp"
}
}
]
},
{
"name": "Walrus",
"source": "IDRotF",
"entries": [
{
"type": "entries",
"entries": [
"Walruses are bulky marine mammals that favor arctic climates and communicate by grunting and roaring. A typical adult specimen weighs at least 2,000 pounds. Humans hunt them for their meat, fat, skin, bones, and tusks."
]
}
]
},
{
"name": "Xardorok Sunblight",
"source": "IDRotF",
"entries": [
{
"type": "entries",
"entries": [
{
"type": "entries",
"entries": [
"Xardorok Sunblight leads the Sunblight clan of duergar which, until recently, dwelled in the subterranean depths beneath the Spine of the World. In the guise of Deep Duerra, the duergar god of conquest, the archdevil Asmodeus visited Xardorok and urged him to conquer Icewind Dale, beginning with Ten-Towns.",
{
"type": "entries",
"name": "Dark Obsession",
"entries": [
"Xardorok is obsessed with chardalyn and can't stand the thought of anyone else possessing it. He must have all the chardalyn that Icewind Dale has to offer and is using his ample supply to forge a dragon, which he plans to unleash upon Ten-Towns. See the {@adventure sidebar|IDRotF|0|Chardalyn} for more information about chardalyn."
]
},
{
"type": "entries",
"name": "Father of Nine",
"entries": [
"Xardorok has been married three times and has sired nine children. He killed his first wife, Thizrun, for plotting to assassinate him. His second wife, Yrraska, was killed in a tunnel collapse along with two of their daughters. His third wife, Marral, was killed during a raid against a mind flayer enclave, along with another daughter and three sons. Xardorok killed his eldest son, Ulthoon, son of Thizrun, for plotting to overthrow him. His surviving offspring are two sons given to him by Marral, named Durth and Nildar."
]
},
{
"type": "entries",
"name": "Clad in Chardalyn",
"entries": [
"Xardorok wears the following nonmagical items fashioned from chardalyn: a nine-spired crown (two intact spires representing his two surviving sons, and seven partially broken-off spires representing his seven dead children), a suit of chain mail, and a spiked gauntlet."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/IDRotF/Xardorok Sunblight.webp"
}
}
]
},
{
"name": "Yeti Tyke",
"source": "IDRotF",
"entries": [
{
"type": "entries",
"entries": [
"Yeti tykes are as volatile and mean as their parents, their fearsomeness diminished only by their size. Standing 3 feet tall on average, they like to bully creatures of their height or smaller. But they are easily intimidated by bigger and stronger creatures. A cowed yeti tyke can be controlled, at least for a while, but raising one to be anything other than a savage, flesh-eating predator is incredibly difficult (though not impossible)."
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/IDRotF/Yeti Tyke.webp"
}
}
]
},
{
"name": "Young Griffon (Medium)",
"source": "IDRotF",
"entries": [
{
"type": "entries",
"entries": [
"A griffon is a ferocious avian carnivore with the muscular body of a lion and the head, forelegs, and wings of an eagle."
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/IDRotF/Young Griffon (Medium).webp"
}
}
]
},
{
"name": "Young Griffon (Small)",
"source": "IDRotF",
"entries": [
{
"type": "entries",
"entries": [
"A griffon is a ferocious avian carnivore with the muscular body of a lion and the head, forelegs, and wings of an eagle."
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/IDRotF/Young Griffon (Small).webp"
}
}
]
},
{
"name": "Young Griffon (Tiny)",
"source": "IDRotF",
"entries": [
{
"type": "entries",
"entries": [
"A griffon is a ferocious avian carnivore with the muscular body of a lion and the head, forelegs, and wings of an eagle."
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/IDRotF/Young Griffon (Tiny).webp"
}
}
]
}
]
}